Coverage Report

Created: 2023-03-20 01:30

/src/DLXEmu/external/imgui/imgui.cpp
Line
Count
Source (jump to first uncovered line)
1
// dear imgui, v1.89.4 WIP
2
// (main code and documentation)
3
4
// Help:
5
// - Read FAQ at http://dearimgui.org/faq
6
// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
7
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
8
// Read imgui.cpp for details, links and comments.
9
10
// Resources:
11
// - FAQ                   http://dearimgui.org/faq
12
// - Homepage & latest     https://github.com/ocornut/imgui
13
// - Releases & changelog  https://github.com/ocornut/imgui/releases
14
// - Gallery               https://github.com/ocornut/imgui/issues/5886 (please post your screenshots/video there!)
15
// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
16
// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
17
// - Issues & support      https://github.com/ocornut/imgui/issues
18
19
// Getting Started?
20
// - For first-time users having issues compiling/linking/running or issues loading fonts:
21
//   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
22
23
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
24
// See LICENSE.txt for copyright and licensing details (standard MIT License).
25
// This library is free but needs your support to sustain development and maintenance.
26
// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com".
27
// Individuals: you can support continued development via donations. See docs/README or web page.
28
29
// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
30
// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
31
// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
32
// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
33
// to a better solution or official support for them.
34
35
/*
36
37
Index of this file:
38
39
DOCUMENTATION
40
41
- MISSION STATEMENT
42
- CONTROLS GUIDE
43
- PROGRAMMER GUIDE
44
  - READ FIRST
45
  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
46
  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
47
  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
48
  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
49
- API BREAKING CHANGES (read me when you update!)
50
- FREQUENTLY ASKED QUESTIONS (FAQ)
51
  - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
52
53
CODE
54
(search for "[SECTION]" in the code to find them)
55
56
// [SECTION] INCLUDES
57
// [SECTION] FORWARD DECLARATIONS
58
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
59
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
60
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
61
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
62
// [SECTION] MISC HELPERS/UTILITIES (File functions)
63
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
64
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
65
// [SECTION] ImGuiStorage
66
// [SECTION] ImGuiTextFilter
67
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
68
// [SECTION] ImGuiListClipper
69
// [SECTION] STYLING
70
// [SECTION] RENDER HELPERS
71
// [SECTION] INITIALIZATION, SHUTDOWN
72
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
73
// [SECTION] INPUTS
74
// [SECTION] ERROR CHECKING
75
// [SECTION] LAYOUT
76
// [SECTION] SCROLLING
77
// [SECTION] TOOLTIPS
78
// [SECTION] POPUPS
79
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
80
// [SECTION] DRAG AND DROP
81
// [SECTION] LOGGING/CAPTURING
82
// [SECTION] SETTINGS
83
// [SECTION] LOCALIZATION
84
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
85
// [SECTION] DOCKING
86
// [SECTION] PLATFORM DEPENDENT HELPERS
87
// [SECTION] METRICS/DEBUGGER WINDOW
88
// [SECTION] DEBUG LOG WINDOW
89
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
90
91
*/
92
93
//-----------------------------------------------------------------------------
94
// DOCUMENTATION
95
//-----------------------------------------------------------------------------
96
97
/*
98
99
 MISSION STATEMENT
100
 =================
101
102
 - Easy to use to create code-driven and data-driven tools.
103
 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
104
 - Easy to hack and improve.
105
 - Minimize setup and maintenance.
106
 - Minimize state storage on user side.
107
 - Minimize state synchronization.
108
 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
109
 - Efficient runtime and memory consumption.
110
111
 Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
112
113
 - Doesn't look fancy, doesn't animate.
114
 - Limited layout features, intricate layouts are typically crafted in code.
115
116
117
 CONTROLS GUIDE
118
 ==============
119
120
 - MOUSE CONTROLS
121
   - Mouse wheel:                   Scroll vertically.
122
   - SHIFT+Mouse wheel:             Scroll horizontally.
123
   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
124
   - Click ^, Double-Click title:   Collapse window.
125
   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
126
   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
127
   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
128
129
 - TEXT EDITOR
130
   - Hold SHIFT or Drag Mouse:      Select text.
131
   - CTRL+Left/Right:               Word jump.
132
   - CTRL+Shift+Left/Right:         Select words.
133
   - CTRL+A or Double-Click:        Select All.
134
   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
135
   - CTRL+Z, CTRL+Y:                Undo, Redo.
136
   - ESCAPE:                        Revert text to its original value.
137
   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
138
139
 - KEYBOARD CONTROLS
140
   - Basic:
141
     - Tab, SHIFT+Tab               Cycle through text editable fields.
142
     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
143
     - CTRL+Click                   Input text into a Slider or Drag widget.
144
   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
145
     - Tab, SHIFT+Tab:              Cycle through every items.
146
     - Arrow keys                   Move through items using directional navigation. Tweak value.
147
     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
148
     - Enter                        Activate item (prefer text input when possible).
149
     - Space                        Activate item (prefer tweaking with arrows when possible).
150
     - Escape                       Deactivate item, leave child window, close popup.
151
     - Page Up, Page Down           Previous page, next page.
152
     - Home, End                    Scroll to top, scroll to bottom.
153
     - Alt                          Toggle between scrolling layer and menu layer.
154
     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
155
   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
156
     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
157
     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
158
     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
159
160
 - GAMEPAD CONTROLS
161
   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
162
   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
163
   - Download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets
164
   - Backend support: backend needs to:
165
      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
166
      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
167
        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
168
      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
169
   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
170
     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
171
172
 - REMOTE INPUTS SHARING & MOUSE EMULATION
173
   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
174
   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
175
     in order to share your PC mouse/keyboard.
176
   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
177
   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
178
     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
179
     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
180
     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
181
     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
182
     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
183
     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
184
185
186
 PROGRAMMER GUIDE
187
 ================
188
189
 READ FIRST
190
 ----------
191
 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
192
 - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or
193
   destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.
194
 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
195
 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
196
 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
197
   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
198
 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
199
   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
200
   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
201
 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
202
 - This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
203
 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
204
   If you get an assert, read the messages and comments around the assert.
205
 - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.
206
 - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
207
   See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
208
   However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
209
 - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
210
211
212
 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
213
 ----------------------------------------------
214
 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
215
 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
216
 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
217
 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
218
   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
219
   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
220
   likely be a comment about it. Please report any issue to the GitHub page!
221
 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
222
 - Try to keep your copy of Dear ImGui reasonably up to date.
223
224
225
 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
226
 ---------------------------------------------------------------
227
 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
228
 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
229
 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
230
   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
231
 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
232
 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
233
 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
234
   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
235
   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
236
 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
237
 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
238
239
240
 HOW A SIMPLE APPLICATION MAY LOOK LIKE
241
 --------------------------------------
242
 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
243
 The sub-folders in examples/ contain examples applications following this structure.
244
245
     // Application init: create a dear imgui context, setup some options, load fonts
246
     ImGui::CreateContext();
247
     ImGuiIO& io = ImGui::GetIO();
248
     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
249
     // TODO: Fill optional fields of the io structure later.
250
     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
251
252
     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
253
     ImGui_ImplWin32_Init(hwnd);
254
     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
255
256
     // Application main loop
257
     while (true)
258
     {
259
         // Feed inputs to dear imgui, start new frame
260
         ImGui_ImplDX11_NewFrame();
261
         ImGui_ImplWin32_NewFrame();
262
         ImGui::NewFrame();
263
264
         // Any application code here
265
         ImGui::Text("Hello, world!");
266
267
         // Render dear imgui into screen
268
         ImGui::Render();
269
         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
270
         g_pSwapChain->Present(1, 0);
271
     }
272
273
     // Shutdown
274
     ImGui_ImplDX11_Shutdown();
275
     ImGui_ImplWin32_Shutdown();
276
     ImGui::DestroyContext();
277
278
 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
279
280
     // Application init: create a dear imgui context, setup some options, load fonts
281
     ImGui::CreateContext();
282
     ImGuiIO& io = ImGui::GetIO();
283
     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
284
     // TODO: Fill optional fields of the io structure later.
285
     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
286
287
     // Build and load the texture atlas into a texture
288
     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
289
     int width, height;
290
     unsigned char* pixels = NULL;
291
     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
292
293
     // At this point you've got the texture data and you need to upload that to your graphic system:
294
     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
295
     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
296
     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
297
     io.Fonts->SetTexID((void*)texture);
298
299
     // Application main loop
300
     while (true)
301
     {
302
        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
303
        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
304
        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
305
        io.DisplaySize.x = 1920.0f;             // set the current display width
306
        io.DisplaySize.y = 1280.0f;             // set the current display height here
307
        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
308
        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
309
        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
310
311
        // Call NewFrame(), after this point you can use ImGui::* functions anytime
312
        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
313
        ImGui::NewFrame();
314
315
        // Most of your application code here
316
        ImGui::Text("Hello, world!");
317
        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
318
        MyGameRender(); // may use any Dear ImGui functions as well!
319
320
        // Render dear imgui, swap buffers
321
        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
322
        ImGui::EndFrame();
323
        ImGui::Render();
324
        ImDrawData* draw_data = ImGui::GetDrawData();
325
        MyImGuiRenderFunction(draw_data);
326
        SwapBuffers();
327
     }
328
329
     // Shutdown
330
     ImGui::DestroyContext();
331
332
 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
333
 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
334
 Please read the FAQ and example applications for details about this!
335
336
337
 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
338
 ---------------------------------------------
339
 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
340
341
    void MyImGuiRenderFunction(ImDrawData* draw_data)
342
    {
343
       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
344
       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
345
       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
346
       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
347
       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
348
       ImVec2 clip_off = draw_data->DisplayPos;
349
       for (int n = 0; n < draw_data->CmdListsCount; n++)
350
       {
351
          const ImDrawList* cmd_list = draw_data->CmdLists[n];
352
          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
353
          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
354
          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
355
          {
356
             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
357
             if (pcmd->UserCallback)
358
             {
359
                 pcmd->UserCallback(cmd_list, pcmd);
360
             }
361
             else
362
             {
363
                 // Project scissor/clipping rectangles into framebuffer space
364
                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
365
                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
366
                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
367
                     continue;
368
369
                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
370
                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
371
                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
372
                 // - Clipping coordinates are provided in imgui coordinates space:
373
                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
374
                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
375
                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
376
                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
377
                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
378
                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
379
380
                 // The texture for the draw call is specified by pcmd->GetTexID().
381
                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
382
                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
383
384
                 // Render 'pcmd->ElemCount/3' indexed triangles.
385
                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
386
                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
387
             }
388
          }
389
       }
390
    }
391
392
393
 API BREAKING CHANGES
394
 ====================
395
396
 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
397
 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
398
 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
399
 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
400
401
(Docking/Viewport Branch)
402
 - 2023/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
403
                        - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
404
                          you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
405
                        - likewise io.MousePos and GetMousePos() will use OS coordinates.
406
                          If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
407
408
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
409
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
410
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
411
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
412
                         it has been frequently requested by people to use our own. We had an opt-in define which was
413
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
414
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
415
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
416
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
417
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
418
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
419
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
420
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
421
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
422
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
423
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
424
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
425
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
426
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
427
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
428
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
429
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
430
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
431
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
432
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
433
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
434
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
435
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
436
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
437
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
438
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
439
                         - previously this would make the window content size ~200x200:
440
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
441
                         - instead, please submit an item:
442
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
443
                         - alternative:
444
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
445
                         - content size is now only extended when submitting an item!
446
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
447
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
448
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
449
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
450
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
451
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
452
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
453
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
454
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
455
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
456
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
457
                        - Official backends from 1.87+                  -> no issue.
458
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
459
                        - Custom backends not writing to io.NavInputs[] -> no issue.
460
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
461
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
462
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
463
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
464
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
465
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
466
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
467
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
468
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
469
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
470
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
471
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
472
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
473
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
474
                       read https://github.com/ocornut/imgui/issues/4921 for details.
475
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
476
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
477
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
478
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
479
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
480
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
481
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
482
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
483
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
484
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
485
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
486
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
487
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
488
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
489
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
490
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
491
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
492
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
493
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
494
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
495
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
496
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
497
                        - if you are using official backends from the source tree: you have nothing to do.
498
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
499
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
500
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
501
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
502
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
503
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
504
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
505
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
506
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
507
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
508
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
509
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
510
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
511
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
512
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
513
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
514
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
515
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
516
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
517
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
518
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
519
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
520
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
521
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
522
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
523
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
524
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
525
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
526
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
527
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
528
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
529
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
530
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
531
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
532
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
533
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
534
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
535
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
536
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
537
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
538
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
539
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
540
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
541
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
542
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
543
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
544
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
545
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
546
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
547
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
548
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
549
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
550
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
551
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
552
                       - if you omitted the 'power' parameter (likely!), you are not affected.
553
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
554
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
555
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
556
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
557
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
558
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
559
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
560
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
561
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
562
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
563
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
564
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
565
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
566
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
567
                       - ShowTestWindow()                    -> use ShowDemoWindow()
568
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
569
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
570
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
571
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
572
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
573
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
574
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
575
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
576
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
577
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
578
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
579
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
580
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
581
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
582
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
583
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
584
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
585
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
586
                       - ImFont::Glyph                       -> use ImFontGlyph
587
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
588
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
589
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
590
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
591
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
592
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
593
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
594
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
595
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
596
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
597
                       Please reach out if you are affected.
598
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
599
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
600
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
601
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
602
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
603
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
604
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
605
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
606
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
607
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
608
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
609
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
610
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
611
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
612
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
613
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
614
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
615
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
616
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
617
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
618
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
619
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
620
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
621
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
622
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
623
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
624
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
625
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
626
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
627
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
628
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
629
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
630
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
631
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
632
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
633
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
634
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
635
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
636
                       consistent with other functions. Kept redirection functions (will obsolete).
637
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
638
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
639
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
640
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
641
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
642
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
643
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
644
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
645
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
646
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
647
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
648
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
649
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
650
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
651
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
652
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
653
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
654
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
655
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
656
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
657
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
658
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
659
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
660
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
661
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
662
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
663
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
664
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
665
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
666
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
667
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
668
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
669
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
670
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
671
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
672
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
673
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
674
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
675
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
676
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
677
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
678
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
679
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
680
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
681
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
682
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
683
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
684
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
685
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
686
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
687
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
688
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
689
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
690
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
691
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
692
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
693
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
694
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
695
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
696
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
697
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
698
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
699
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
700
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
701
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
702
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
703
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
704
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
705
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
706
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
707
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
708
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
709
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
710
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
711
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
712
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
713
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
714
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
715
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
716
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
717
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
718
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
719
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
720
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
721
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
722
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
723
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
724
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
725
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
726
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
727
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
728
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
729
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
730
                     - the signature of the io.RenderDrawListsFn handler has changed!
731
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
732
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
733
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
734
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
735
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
736
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
737
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
738
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
739
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
740
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
741
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
742
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
743
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
744
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
745
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
746
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
747
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
748
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
749
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
750
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
751
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
752
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
753
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
754
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
755
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
756
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
757
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
758
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
759
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
760
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
761
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
762
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
763
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
764
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
765
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
766
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
767
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
768
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
769
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
770
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
771
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
772
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
773
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
774
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
775
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
776
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
777
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
778
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
779
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
780
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
781
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
782
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
783
784
785
 FREQUENTLY ASKED QUESTIONS (FAQ)
786
 ================================
787
788
 Read all answers online:
789
   https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
790
 Read all answers locally (with a text editor or ideally a Markdown viewer):
791
   docs/FAQ.md
792
 Some answers are copied down here to facilitate searching in code.
793
794
 Q&A: Basics
795
 ===========
796
797
 Q: Where is the documentation?
798
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
799
    - Run the examples/ and explore them.
800
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
801
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
802
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
803
    - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the
804
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
805
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
806
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
807
    - Your programming IDE is your friend, find the type or function declaration to find comments
808
      associated with it.
809
810
 Q: What is this library called?
811
 Q: Which version should I get?
812
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
813
 >> See https://www.dearimgui.org/faq for details.
814
815
 Q&A: Integration
816
 ================
817
818
 Q: How to get started?
819
 A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
820
821
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
822
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
823
 >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this.
824
825
 Q. How can I enable keyboard controls?
826
 Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
827
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
828
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
829
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
830
 >> See https://www.dearimgui.org/faq
831
832
 Q&A: Usage
833
 ----------
834
835
 Q: About the ID Stack system..
836
   - Why is my widget not reacting when I click on it?
837
   - How can I have widgets with an empty label?
838
   - How can I have multiple widgets with the same label?
839
   - How can I have multiple windows with the same label?
840
 Q: How can I display an image? What is ImTextureID, how does it work?
841
 Q: How can I use my own math types instead of ImVec2/ImVec4?
842
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
843
 Q: How can I display custom shapes? (using low-level ImDrawList API)
844
 >> See https://www.dearimgui.org/faq
845
846
 Q&A: Fonts, Text
847
 ================
848
849
 Q: How should I handle DPI in my application?
850
 Q: How can I load a different font than the default?
851
 Q: How can I easily use icons in my application?
852
 Q: How can I load multiple fonts?
853
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
854
 >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
855
856
 Q&A: Concerns
857
 =============
858
859
 Q: Who uses Dear ImGui?
860
 Q: Can you create elaborate/serious tools with Dear ImGui?
861
 Q: Can you reskin the look of Dear ImGui?
862
 Q: Why using C++ (as opposed to C)?
863
 >> See https://www.dearimgui.org/faq
864
865
 Q&A: Community
866
 ==============
867
868
 Q: How can I help?
869
 A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui!
870
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
871
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.
872
    - Individuals: you can support continued development via PayPal donations. See README.
873
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt
874
      and see how you want to help and can help!
875
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
876
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
877
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
878
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
879
880
*/
881
882
//-------------------------------------------------------------------------
883
// [SECTION] INCLUDES
884
//-------------------------------------------------------------------------
885
886
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
887
#define _CRT_SECURE_NO_WARNINGS
888
#endif
889
890
#ifndef IMGUI_DEFINE_MATH_OPERATORS
891
#define IMGUI_DEFINE_MATH_OPERATORS
892
#endif
893
894
#include "imgui.h"
895
#ifndef IMGUI_DISABLE
896
#include "imgui_internal.h"
897
898
// System includes
899
#include <stdio.h>      // vsnprintf, sscanf, printf
900
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
901
#include <stddef.h>     // intptr_t
902
#else
903
#include <stdint.h>     // intptr_t
904
#endif
905
906
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
907
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
908
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
909
#endif
910
911
// [Windows] OS specific includes (optional)
912
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
913
#define IMGUI_DISABLE_WIN32_FUNCTIONS
914
#endif
915
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
916
#ifndef WIN32_LEAN_AND_MEAN
917
#define WIN32_LEAN_AND_MEAN
918
#endif
919
#ifndef NOMINMAX
920
#define NOMINMAX
921
#endif
922
#ifndef __MINGW32__
923
#include <Windows.h>        // _wfopen, OpenClipboard
924
#else
925
#include <windows.h>
926
#endif
927
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
928
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
929
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
930
#endif
931
#endif
932
933
// [Apple] OS specific includes
934
#if defined(__APPLE__)
935
#include <TargetConditionals.h>
936
#endif
937
938
// Visual Studio warnings
939
#ifdef _MSC_VER
940
#pragma warning (disable: 4127)             // condition expression is constant
941
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
942
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
943
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
944
#endif
945
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
946
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
947
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
948
#endif
949
950
// Clang/GCC warnings with -Weverything
951
#if defined(__clang__)
952
#if __has_warning("-Wunknown-warning-option")
953
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
954
#endif
955
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
956
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
957
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
958
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
959
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
960
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
961
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
962
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
963
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
964
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
965
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
966
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
967
#elif defined(__GNUC__)
968
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
969
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
970
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
971
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
972
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
973
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
974
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
975
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
976
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
977
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
978
#endif
979
980
// Debug options
981
69.7k
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
982
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
983
#define IMGUI_DEBUG_INI_SETTINGS    0   // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
984
985
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
986
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
987
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
988
989
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
990
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
991
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
992
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
993
994
// Docking
995
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
996
static const float DOCKING_SPLITTER_SIZE                    = 2.0f;
997
998
//-------------------------------------------------------------------------
999
// [SECTION] FORWARD DECLARATIONS
1000
//-------------------------------------------------------------------------
1001
1002
static void             SetCurrentWindow(ImGuiWindow* window);
1003
static void             FindHoveredWindow();
1004
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1005
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1006
1007
static void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
1008
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1009
1010
// Settings
1011
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1012
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1013
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1014
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1015
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1016
1017
// Platform Dependents default implementation for IO functions
1018
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1019
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1020
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1021
1022
namespace ImGui
1023
{
1024
// Navigation
1025
static void             NavUpdate();
1026
static void             NavUpdateWindowing();
1027
static void             NavUpdateWindowingOverlay();
1028
static void             NavUpdateCancelRequest();
1029
static void             NavUpdateCreateMoveRequest();
1030
static void             NavUpdateCreateTabbingRequest();
1031
static float            NavUpdatePageUpPageDown();
1032
static inline void      NavUpdateAnyRequestFlag();
1033
static void             NavUpdateCreateWrappingRequest();
1034
static void             NavEndFrame();
1035
static bool             NavScoreItem(ImGuiNavItemData* result);
1036
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1037
static void             NavProcessItem();
1038
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1039
static ImVec2           NavCalcPreferredRefPos();
1040
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1041
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1042
static void             NavRestoreLayer(ImGuiNavLayer layer);
1043
static void             NavRestoreHighlightAfterMove();
1044
static int              FindWindowFocusIndex(ImGuiWindow* window);
1045
1046
// Error Checking and Debug Tools
1047
static void             ErrorCheckNewFrameSanityChecks();
1048
static void             ErrorCheckEndFrameSanityChecks();
1049
static void             UpdateDebugToolItemPicker();
1050
static void             UpdateDebugToolStackQueries();
1051
1052
// Inputs
1053
static void             UpdateKeyboardInputs();
1054
static void             UpdateMouseInputs();
1055
static void             UpdateMouseWheel();
1056
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1057
1058
// Misc
1059
static void             UpdateSettings();
1060
static bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1061
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1062
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1063
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1064
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1065
static void             RenderDimmedBackgrounds();
1066
static ImGuiWindow*     FindBlockingModal(ImGuiWindow* window);
1067
1068
// Viewports
1069
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1070
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1071
static void             DestroyViewport(ImGuiViewportP* viewport);
1072
static void             UpdateViewportsNewFrame();
1073
static void             UpdateViewportsEndFrame();
1074
static void             WindowSelectViewport(ImGuiWindow* window);
1075
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1076
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1077
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1078
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1079
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1080
static int              FindPlatformMonitorForRect(const ImRect& r);
1081
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1082
1083
}
1084
1085
//-----------------------------------------------------------------------------
1086
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1087
//-----------------------------------------------------------------------------
1088
1089
// DLL users:
1090
// - Heaps and globals are not shared across DLL boundaries!
1091
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1092
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1093
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1094
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1095
1096
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1097
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1098
//   Change to a different context by calling ImGui::SetCurrentContext().
1099
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1100
//   If you want thread-safety to allow N threads to access N different contexts:
1101
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1102
//         struct ImGuiContext;
1103
//         extern thread_local ImGuiContext* MyImGuiTLS;
1104
//         #define GImGui MyImGuiTLS
1105
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1106
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1107
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1108
// - DLL users: read comments above.
1109
#ifndef GImGui
1110
ImGuiContext*   GImGui = NULL;
1111
#endif
1112
1113
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1114
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1115
// - DLL users: read comments above.
1116
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1117
1.22k
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1118
1.17k
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1119
#else
1120
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1121
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1122
#endif
1123
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1124
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1125
static void*                GImAllocatorUserData = NULL;
1126
1127
//-----------------------------------------------------------------------------
1128
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1129
//-----------------------------------------------------------------------------
1130
1131
ImGuiStyle::ImGuiStyle()
1132
1
{
1133
1
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1134
1
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1135
1
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1136
1
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1137
1
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1138
1
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1139
1
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1140
1
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1141
1
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1142
1
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1143
1
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1144
1
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1145
1
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1146
1
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1147
1
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1148
1
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1149
1
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1150
1
    CellPadding             = ImVec2(4,2);      // Padding within a table cell
1151
1
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1152
1
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1153
1
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1154
1
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1155
1
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1156
1
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1157
1
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1158
1
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1159
1
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1160
1
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1161
1
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1162
1
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1163
1
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1164
1
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1165
1
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1166
1
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1167
1
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1168
1
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1169
1
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1170
1
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1171
1
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1172
1
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1173
1
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1174
1
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1175
1
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1176
1177
    // Default theme
1178
1
    ImGui::StyleColorsDark(this);
1179
1
}
1180
1181
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1182
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1183
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1184
0
{
1185
0
    WindowPadding = ImFloor(WindowPadding * scale_factor);
1186
0
    WindowRounding = ImFloor(WindowRounding * scale_factor);
1187
0
    WindowMinSize = ImFloor(WindowMinSize * scale_factor);
1188
0
    ChildRounding = ImFloor(ChildRounding * scale_factor);
1189
0
    PopupRounding = ImFloor(PopupRounding * scale_factor);
1190
0
    FramePadding = ImFloor(FramePadding * scale_factor);
1191
0
    FrameRounding = ImFloor(FrameRounding * scale_factor);
1192
0
    ItemSpacing = ImFloor(ItemSpacing * scale_factor);
1193
0
    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
1194
0
    CellPadding = ImFloor(CellPadding * scale_factor);
1195
0
    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
1196
0
    IndentSpacing = ImFloor(IndentSpacing * scale_factor);
1197
0
    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
1198
0
    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
1199
0
    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
1200
0
    GrabMinSize = ImFloor(GrabMinSize * scale_factor);
1201
0
    GrabRounding = ImFloor(GrabRounding * scale_factor);
1202
0
    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);
1203
0
    TabRounding = ImFloor(TabRounding * scale_factor);
1204
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1205
0
    SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor);
1206
0
    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
1207
0
    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
1208
0
    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
1209
0
}
1210
1211
ImGuiIO::ImGuiIO()
1212
1
{
1213
    // Most fields are initialized with zero
1214
1
    memset(this, 0, sizeof(*this));
1215
1
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1216
1217
    // Settings
1218
1
    ConfigFlags = ImGuiConfigFlags_None;
1219
1
    BackendFlags = ImGuiBackendFlags_None;
1220
1
    DisplaySize = ImVec2(-1.0f, -1.0f);
1221
1
    DeltaTime = 1.0f / 60.0f;
1222
1
    IniSavingRate = 5.0f;
1223
1
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1224
1
    LogFilename = "imgui_log.txt";
1225
1
    MouseDoubleClickTime = 0.30f;
1226
1
    MouseDoubleClickMaxDist = 6.0f;
1227
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1228
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1229
        KeyMap[i] = -1;
1230
#endif
1231
1
    KeyRepeatDelay = 0.275f;
1232
1
    KeyRepeatRate = 0.050f;
1233
1
    HoverDelayNormal = 0.30f;
1234
1
    HoverDelayShort = 0.10f;
1235
1
    UserData = NULL;
1236
1237
1
    Fonts = NULL;
1238
1
    FontGlobalScale = 1.0f;
1239
1
    FontDefault = NULL;
1240
1
    FontAllowUserScaling = false;
1241
1
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1242
1243
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1244
1
    ConfigDockingNoSplit = false;
1245
1
    ConfigDockingWithShift = false;
1246
1
    ConfigDockingAlwaysTabBar = false;
1247
1
    ConfigDockingTransparentPayload = false;
1248
1249
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1250
1
    ConfigViewportsNoAutoMerge = false;
1251
1
    ConfigViewportsNoTaskBarIcon = false;
1252
1
    ConfigViewportsNoDecoration = true;
1253
1
    ConfigViewportsNoDefaultParent = false;
1254
1255
    // Miscellaneous options
1256
1
    MouseDrawCursor = false;
1257
#ifdef __APPLE__
1258
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1259
#else
1260
1
    ConfigMacOSXBehaviors = false;
1261
1
#endif
1262
1
    ConfigInputTrickleEventQueue = true;
1263
1
    ConfigInputTextCursorBlink = true;
1264
1
    ConfigInputTextEnterKeepActive = false;
1265
1
    ConfigDragClickToInputText = false;
1266
1
    ConfigWindowsResizeFromEdges = true;
1267
1
    ConfigWindowsMoveFromTitleBarOnly = false;
1268
1
    ConfigMemoryCompactTimer = 60.0f;
1269
1270
    // Platform Functions
1271
    // Note: Initialize() will setup default clipboard/ime handlers.
1272
1
    BackendPlatformName = BackendRendererName = NULL;
1273
1
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1274
1275
    // Input (NB: we already have memset zero the entire structure!)
1276
1
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1277
1
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1278
1
    MouseDragThreshold = 6.0f;
1279
6
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1280
141
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1281
1
    AppAcceptingEvents = true;
1282
1
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1283
1
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1284
1
}
1285
1286
// Pass in translated ASCII characters for text input.
1287
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1288
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1289
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1290
void ImGuiIO::AddInputCharacter(unsigned int c)
1291
6.08k
{
1292
6.08k
    IM_ASSERT(Ctx != NULL);
1293
6.08k
    ImGuiContext& g = *Ctx;
1294
6.08k
    if (c == 0 || !AppAcceptingEvents)
1295
2.55k
        return;
1296
1297
3.52k
    ImGuiInputEvent e;
1298
3.52k
    e.Type = ImGuiInputEventType_Text;
1299
3.52k
    e.Source = ImGuiInputSource_Keyboard;
1300
3.52k
    e.Text.Char = c;
1301
3.52k
    g.InputEventsQueue.push_back(e);
1302
3.52k
}
1303
1304
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1305
// we should save the high surrogate.
1306
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1307
3.04k
{
1308
3.04k
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1309
287
        return;
1310
1311
2.75k
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1312
1.25k
    {
1313
1.25k
        if (InputQueueSurrogate != 0)
1314
429
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1315
1.25k
        InputQueueSurrogate = c;
1316
1.25k
        return;
1317
1.25k
    }
1318
1319
1.50k
    ImWchar cp = c;
1320
1.50k
    if (InputQueueSurrogate != 0)
1321
771
    {
1322
771
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1323
234
        {
1324
234
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1325
234
        }
1326
537
        else
1327
537
        {
1328
537
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1329
537
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1330
#else
1331
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1332
#endif
1333
537
        }
1334
1335
771
        InputQueueSurrogate = 0;
1336
771
    }
1337
1.50k
    AddInputCharacter((unsigned)cp);
1338
1.50k
}
1339
1340
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1341
66
{
1342
66
    if (!AppAcceptingEvents)
1343
0
        return;
1344
66
    while (*utf8_chars != 0)
1345
0
    {
1346
0
        unsigned int c = 0;
1347
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1348
0
        AddInputCharacter(c);
1349
0
    }
1350
66
}
1351
1352
// FIXME: Perhaps we could clear queued events as well?
1353
void ImGuiIO::ClearInputCharacters()
1354
6.83k
{
1355
6.83k
    InputQueueCharacters.resize(0);
1356
6.83k
}
1357
1358
// FIXME: Perhaps we could clear queued events as well?
1359
void ImGuiIO::ClearInputKeys()
1360
7.04k
{
1361
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1362
    memset(KeysDown, 0, sizeof(KeysDown));
1363
#endif
1364
993k
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1365
986k
    {
1366
986k
        KeysData[n].Down             = false;
1367
986k
        KeysData[n].DownDuration     = -1.0f;
1368
986k
        KeysData[n].DownDurationPrev = -1.0f;
1369
986k
    }
1370
7.04k
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1371
7.04k
    KeyMods = ImGuiMod_None;
1372
7.04k
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1373
42.2k
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1374
35.2k
    {
1375
35.2k
        MouseDown[n] = false;
1376
35.2k
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1377
35.2k
    }
1378
7.04k
    MouseWheel = MouseWheelH = 0.0f;
1379
7.04k
}
1380
1381
static ImGuiInputEvent* FindLatestInputEvent(ImGuiInputEventType type, int arg = -1)
1382
7.86k
{
1383
7.86k
    ImGuiContext& g = *GImGui;
1384
14.0k
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1385
8.47k
    {
1386
8.47k
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1387
8.47k
        if (e->Type != type)
1388
4.88k
            continue;
1389
3.59k
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1390
604
            continue;
1391
2.99k
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1392
688
            continue;
1393
2.30k
        return e;
1394
2.99k
    }
1395
5.55k
    return NULL;
1396
7.86k
}
1397
1398
// Queue a new key down/up event.
1399
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1400
// - bool down:          Is the key down? use false to signify a key release.
1401
// - float analog_value: 0.0f..1.0f
1402
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1403
2.31k
{
1404
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1405
2.31k
    IM_ASSERT(Ctx != NULL);
1406
2.31k
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1407
0
        return;
1408
2.31k
    ImGuiContext& g = *Ctx;
1409
2.31k
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1410
2.31k
    IM_ASSERT(!ImGui::IsAliasKey(key)); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1411
2.31k
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1412
1413
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1414
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1415
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1416
    if (BackendUsingLegacyKeyArrays == -1)
1417
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1418
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1419
    BackendUsingLegacyKeyArrays = 0;
1420
#endif
1421
2.31k
    if (ImGui::IsGamepadKey(key))
1422
21
        BackendUsingLegacyNavInputArray = false;
1423
1424
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1425
2.31k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Key, (int)key);
1426
2.31k
    const ImGuiKeyData* key_data = ImGui::GetKeyData(key);
1427
2.31k
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1428
2.31k
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1429
2.31k
    if (latest_key_down == down && latest_key_analog == analog_value)
1430
862
        return;
1431
1432
    // Add event
1433
1.45k
    ImGuiInputEvent e;
1434
1.45k
    e.Type = ImGuiInputEventType_Key;
1435
1.45k
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1436
1.45k
    e.Key.Key = key;
1437
1.45k
    e.Key.Down = down;
1438
1.45k
    e.Key.AnalogValue = analog_value;
1439
1.45k
    g.InputEventsQueue.push_back(e);
1440
1.45k
}
1441
1442
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1443
1.15k
{
1444
1.15k
    if (!AppAcceptingEvents)
1445
0
        return;
1446
1.15k
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1447
1.15k
}
1448
1449
// [Optional] Call after AddKeyEvent().
1450
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1451
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1452
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1453
0
{
1454
0
    if (key == ImGuiKey_None)
1455
0
        return;
1456
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1457
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1458
0
    IM_UNUSED(native_keycode);  // Yet unused
1459
0
    IM_UNUSED(native_scancode); // Yet unused
1460
1461
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1462
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1463
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1464
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1465
        return;
1466
    KeyMap[legacy_key] = key;
1467
    KeyMap[key] = legacy_key;
1468
#else
1469
0
    IM_UNUSED(key);
1470
0
    IM_UNUSED(native_legacy_index);
1471
0
#endif
1472
0
}
1473
1474
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1475
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1476
0
{
1477
0
    AppAcceptingEvents = accepting_events;
1478
0
}
1479
1480
// Queue a mouse move event
1481
void ImGuiIO::AddMousePosEvent(float x, float y)
1482
2.51k
{
1483
2.51k
    IM_ASSERT(Ctx != NULL);
1484
2.51k
    ImGuiContext& g = *Ctx;
1485
2.51k
    if (!AppAcceptingEvents)
1486
0
        return;
1487
1488
    // Apply same flooring as UpdateMouseInputs()
1489
2.51k
    ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
1490
1491
    // Filter duplicate
1492
2.51k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MousePos);
1493
2.51k
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1494
2.51k
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1495
467
        return;
1496
1497
2.05k
    ImGuiInputEvent e;
1498
2.05k
    e.Type = ImGuiInputEventType_MousePos;
1499
2.05k
    e.Source = ImGuiInputSource_Mouse;
1500
2.05k
    e.MousePos.PosX = pos.x;
1501
2.05k
    e.MousePos.PosY = pos.y;
1502
2.05k
    g.InputEventsQueue.push_back(e);
1503
2.05k
}
1504
1505
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1506
2.53k
{
1507
2.53k
    IM_ASSERT(Ctx != NULL);
1508
2.53k
    ImGuiContext& g = *Ctx;
1509
2.53k
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1510
2.53k
    if (!AppAcceptingEvents)
1511
0
        return;
1512
1513
    // Filter duplicate
1514
2.53k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseButton, (int)mouse_button);
1515
2.53k
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1516
2.53k
    if (latest_button_down == down)
1517
527
        return;
1518
1519
2.01k
    ImGuiInputEvent e;
1520
2.01k
    e.Type = ImGuiInputEventType_MouseButton;
1521
2.01k
    e.Source = ImGuiInputSource_Mouse;
1522
2.01k
    e.MouseButton.Button = mouse_button;
1523
2.01k
    e.MouseButton.Down = down;
1524
2.01k
    g.InputEventsQueue.push_back(e);
1525
2.01k
}
1526
1527
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1528
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1529
1.75k
{
1530
1.75k
    IM_ASSERT(Ctx != NULL);
1531
1.75k
    ImGuiContext& g = *Ctx;
1532
1533
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1534
1.75k
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1535
43
        return;
1536
1537
1.70k
    ImGuiInputEvent e;
1538
1.70k
    e.Type = ImGuiInputEventType_MouseWheel;
1539
1.70k
    e.Source = ImGuiInputSource_Mouse;
1540
1.70k
    e.MouseWheel.WheelX = wheel_x;
1541
1.70k
    e.MouseWheel.WheelY = wheel_y;
1542
1.70k
    g.InputEventsQueue.push_back(e);
1543
1.70k
}
1544
1545
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1546
0
{
1547
0
    ImGuiContext& g = *GImGui;
1548
0
    IM_ASSERT(&g.IO == this && "Can only add events to current context.");
1549
0
    IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1550
0
    if (!AppAcceptingEvents)
1551
0
        return;
1552
1553
    // Filter duplicate
1554
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseViewport);
1555
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1556
0
    if (latest_viewport_id == viewport_id)
1557
0
        return;
1558
1559
0
    ImGuiInputEvent e;
1560
0
    e.Type = ImGuiInputEventType_MouseViewport;
1561
0
    e.Source = ImGuiInputSource_Mouse;
1562
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1563
0
    g.InputEventsQueue.push_back(e);
1564
0
}
1565
1566
void ImGuiIO::AddFocusEvent(bool focused)
1567
487
{
1568
487
    IM_ASSERT(Ctx != NULL);
1569
487
    ImGuiContext& g = *Ctx;
1570
1571
    // Filter duplicate
1572
487
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Focus);
1573
487
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1574
487
    if (latest_focused == focused)
1575
182
        return;
1576
1577
305
    ImGuiInputEvent e;
1578
305
    e.Type = ImGuiInputEventType_Focus;
1579
305
    e.AppFocused.Focused = focused;
1580
305
    g.InputEventsQueue.push_back(e);
1581
305
}
1582
1583
//-----------------------------------------------------------------------------
1584
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1585
//-----------------------------------------------------------------------------
1586
1587
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1588
0
{
1589
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1590
0
    ImVec2 p_last = p1;
1591
0
    ImVec2 p_closest;
1592
0
    float p_closest_dist2 = FLT_MAX;
1593
0
    float t_step = 1.0f / (float)num_segments;
1594
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1595
0
    {
1596
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1597
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1598
0
        float dist2 = ImLengthSqr(p - p_line);
1599
0
        if (dist2 < p_closest_dist2)
1600
0
        {
1601
0
            p_closest = p_line;
1602
0
            p_closest_dist2 = dist2;
1603
0
        }
1604
0
        p_last = p_current;
1605
0
    }
1606
0
    return p_closest;
1607
0
}
1608
1609
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1610
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1611
0
{
1612
0
    float dx = x4 - x1;
1613
0
    float dy = y4 - y1;
1614
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1615
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1616
0
    d2 = (d2 >= 0) ? d2 : -d2;
1617
0
    d3 = (d3 >= 0) ? d3 : -d3;
1618
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1619
0
    {
1620
0
        ImVec2 p_current(x4, y4);
1621
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1622
0
        float dist2 = ImLengthSqr(p - p_line);
1623
0
        if (dist2 < p_closest_dist2)
1624
0
        {
1625
0
            p_closest = p_line;
1626
0
            p_closest_dist2 = dist2;
1627
0
        }
1628
0
        p_last = p_current;
1629
0
    }
1630
0
    else if (level < 10)
1631
0
    {
1632
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1633
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1634
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1635
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1636
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1637
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1638
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1639
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1640
0
    }
1641
0
}
1642
1643
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1644
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1645
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1646
0
{
1647
0
    IM_ASSERT(tess_tol > 0.0f);
1648
0
    ImVec2 p_last = p1;
1649
0
    ImVec2 p_closest;
1650
0
    float p_closest_dist2 = FLT_MAX;
1651
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1652
0
    return p_closest;
1653
0
}
1654
1655
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1656
0
{
1657
0
    ImVec2 ap = p - a;
1658
0
    ImVec2 ab_dir = b - a;
1659
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1660
0
    if (dot < 0.0f)
1661
0
        return a;
1662
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1663
0
    if (dot > ab_len_sqr)
1664
0
        return b;
1665
0
    return a + ab_dir * dot / ab_len_sqr;
1666
0
}
1667
1668
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1669
0
{
1670
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1671
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1672
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1673
0
    return ((b1 == b2) && (b2 == b3));
1674
0
}
1675
1676
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1677
0
{
1678
0
    ImVec2 v0 = b - a;
1679
0
    ImVec2 v1 = c - a;
1680
0
    ImVec2 v2 = p - a;
1681
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1682
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1683
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1684
0
    out_u = 1.0f - out_v - out_w;
1685
0
}
1686
1687
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1688
0
{
1689
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1690
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1691
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1692
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1693
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1694
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1695
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1696
0
    if (m == dist2_ab)
1697
0
        return proj_ab;
1698
0
    if (m == dist2_bc)
1699
0
        return proj_bc;
1700
0
    return proj_ca;
1701
0
}
1702
1703
//-----------------------------------------------------------------------------
1704
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1705
//-----------------------------------------------------------------------------
1706
1707
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1708
int ImStricmp(const char* str1, const char* str2)
1709
0
{
1710
0
    int d;
1711
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1712
0
    return d;
1713
0
}
1714
1715
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1716
0
{
1717
0
    int d = 0;
1718
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1719
0
    return d;
1720
0
}
1721
1722
void ImStrncpy(char* dst, const char* src, size_t count)
1723
18
{
1724
18
    if (count < 1)
1725
0
        return;
1726
18
    if (count > 1)
1727
18
        strncpy(dst, src, count - 1);
1728
18
    dst[count - 1] = 0;
1729
18
}
1730
1731
char* ImStrdup(const char* str)
1732
3
{
1733
3
    size_t len = strlen(str);
1734
3
    void* buf = IM_ALLOC(len + 1);
1735
3
    return (char*)memcpy(buf, (const void*)str, len + 1);
1736
3
}
1737
1738
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1739
0
{
1740
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1741
0
    size_t src_size = strlen(src) + 1;
1742
0
    if (dst_buf_size < src_size)
1743
0
    {
1744
0
        IM_FREE(dst);
1745
0
        dst = (char*)IM_ALLOC(src_size);
1746
0
        if (p_dst_size)
1747
0
            *p_dst_size = src_size;
1748
0
    }
1749
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1750
0
}
1751
1752
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1753
0
{
1754
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1755
0
    return p;
1756
0
}
1757
1758
int ImStrlenW(const ImWchar* str)
1759
0
{
1760
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1761
0
    int n = 0;
1762
0
    while (*str++) n++;
1763
0
    return n;
1764
0
}
1765
1766
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1767
const char* ImStreolRange(const char* str, const char* str_end)
1768
0
{
1769
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1770
0
    return p ? p : str_end;
1771
0
}
1772
1773
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1774
0
{
1775
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1776
0
        buf_mid_line--;
1777
0
    return buf_mid_line;
1778
0
}
1779
1780
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1781
0
{
1782
0
    if (!needle_end)
1783
0
        needle_end = needle + strlen(needle);
1784
1785
0
    const char un0 = (char)ImToUpper(*needle);
1786
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1787
0
    {
1788
0
        if (ImToUpper(*haystack) == un0)
1789
0
        {
1790
0
            const char* b = needle + 1;
1791
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1792
0
                if (ImToUpper(*a) != ImToUpper(*b))
1793
0
                    break;
1794
0
            if (b == needle_end)
1795
0
                return haystack;
1796
0
        }
1797
0
        haystack++;
1798
0
    }
1799
0
    return NULL;
1800
0
}
1801
1802
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1803
void ImStrTrimBlanks(char* buf)
1804
0
{
1805
0
    char* p = buf;
1806
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1807
0
        p++;
1808
0
    char* p_start = p;
1809
0
    while (*p != 0)                         // Find end of string
1810
0
        p++;
1811
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1812
0
        p--;
1813
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1814
0
        memmove(buf, p_start, p - p_start);
1815
0
    buf[p - p_start] = 0;                   // Zero terminate
1816
0
}
1817
1818
const char* ImStrSkipBlank(const char* str)
1819
0
{
1820
0
    while (str[0] == ' ' || str[0] == '\t')
1821
0
        str++;
1822
0
    return str;
1823
0
}
1824
1825
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1826
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1827
// B) When buf==NULL vsnprintf() will return the output size.
1828
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1829
1830
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1831
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1832
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1833
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1834
#ifdef IMGUI_USE_STB_SPRINTF
1835
#define STB_SPRINTF_IMPLEMENTATION
1836
#ifdef IMGUI_STB_SPRINTF_FILENAME
1837
#include IMGUI_STB_SPRINTF_FILENAME
1838
#else
1839
#include "stb_sprintf.h"
1840
#endif
1841
#endif
1842
1843
#if defined(_MSC_VER) && !defined(vsnprintf)
1844
#define vsnprintf _vsnprintf
1845
#endif
1846
1847
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1848
1
{
1849
1
    va_list args;
1850
1
    va_start(args, fmt);
1851
#ifdef IMGUI_USE_STB_SPRINTF
1852
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1853
#else
1854
1
    int w = vsnprintf(buf, buf_size, fmt, args);
1855
1
#endif
1856
1
    va_end(args);
1857
1
    if (buf == NULL)
1858
0
        return w;
1859
1
    if (w == -1 || w >= (int)buf_size)
1860
0
        w = (int)buf_size - 1;
1861
1
    buf[w] = 0;
1862
1
    return w;
1863
1
}
1864
1865
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1866
28.8k
{
1867
#ifdef IMGUI_USE_STB_SPRINTF
1868
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1869
#else
1870
28.8k
    int w = vsnprintf(buf, buf_size, fmt, args);
1871
28.8k
#endif
1872
28.8k
    if (buf == NULL)
1873
0
        return w;
1874
28.8k
    if (w == -1 || w >= (int)buf_size)
1875
0
        w = (int)buf_size - 1;
1876
28.8k
    buf[w] = 0;
1877
28.8k
    return w;
1878
28.8k
}
1879
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1880
1881
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1882
28.8k
{
1883
28.8k
    ImGuiContext& g = *GImGui;
1884
28.8k
    va_list args;
1885
28.8k
    va_start(args, fmt);
1886
28.8k
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1887
0
    {
1888
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1889
0
        *out_buf = buf;
1890
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1891
0
    }
1892
28.8k
    else
1893
28.8k
    {
1894
28.8k
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1895
28.8k
        *out_buf = g.TempBuffer.Data;
1896
28.8k
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1897
28.8k
    }
1898
28.8k
    va_end(args);
1899
28.8k
}
1900
1901
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
1902
0
{
1903
0
    ImGuiContext& g = *GImGui;
1904
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1905
0
    {
1906
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1907
0
        *out_buf = buf;
1908
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1909
0
    }
1910
0
    else
1911
0
    {
1912
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1913
0
        *out_buf = g.TempBuffer.Data;
1914
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1915
0
    }
1916
0
}
1917
1918
// CRC32 needs a 1KB lookup table (not cache friendly)
1919
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
1920
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
1921
static const ImU32 GCrc32LookupTable[256] =
1922
{
1923
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
1924
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
1925
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
1926
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
1927
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
1928
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
1929
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
1930
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
1931
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
1932
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
1933
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
1934
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
1935
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
1936
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
1937
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
1938
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
1939
};
1940
1941
// Known size hash
1942
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
1943
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
1944
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
1945
28.8k
{
1946
28.8k
    ImU32 crc = ~seed;
1947
28.8k
    const unsigned char* data = (const unsigned char*)data_p;
1948
28.8k
    const ImU32* crc32_lut = GCrc32LookupTable;
1949
144k
    while (data_size-- != 0)
1950
115k
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
1951
28.8k
    return ~crc;
1952
28.8k
}
1953
1954
// Zero-terminated string hash, with support for ### to reset back to seed value
1955
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
1956
// Because this syntax is rarely used we are optimizing for the common case.
1957
// - If we reach ### in the string we discard the hash so far and reset to the seed.
1958
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
1959
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
1960
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
1961
259k
{
1962
259k
    seed = ~seed;
1963
259k
    ImU32 crc = seed;
1964
259k
    const unsigned char* data = (const unsigned char*)data_p;
1965
259k
    const ImU32* crc32_lut = GCrc32LookupTable;
1966
259k
    if (data_size != 0)
1967
0
    {
1968
0
        while (data_size-- != 0)
1969
0
        {
1970
0
            unsigned char c = *data++;
1971
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
1972
0
                crc = seed;
1973
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
1974
0
        }
1975
0
    }
1976
259k
    else
1977
259k
    {
1978
3.40M
        while (unsigned char c = *data++)
1979
3.14M
        {
1980
3.14M
            if (c == '#' && data[0] == '#' && data[1] == '#')
1981
0
                crc = seed;
1982
3.14M
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
1983
3.14M
        }
1984
259k
    }
1985
259k
    return ~crc;
1986
259k
}
1987
1988
//-----------------------------------------------------------------------------
1989
// [SECTION] MISC HELPERS/UTILITIES (File functions)
1990
//-----------------------------------------------------------------------------
1991
1992
// Default file functions
1993
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
1994
1995
ImFileHandle ImFileOpen(const char* filename, const char* mode)
1996
0
{
1997
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
1998
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
1999
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2000
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2001
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2002
    ImVector<wchar_t> buf;
2003
    buf.resize(filename_wsize + mode_wsize);
2004
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
2005
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
2006
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
2007
#else
2008
0
    return fopen(filename, mode);
2009
0
#endif
2010
0
}
2011
2012
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2013
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2014
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2015
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2016
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2017
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2018
2019
// Helper: Load file content into memory
2020
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2021
// This can't really be used with "rt" because fseek size won't match read size.
2022
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2023
0
{
2024
0
    IM_ASSERT(filename && mode);
2025
0
    if (out_file_size)
2026
0
        *out_file_size = 0;
2027
2028
0
    ImFileHandle f;
2029
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2030
0
        return NULL;
2031
2032
0
    size_t file_size = (size_t)ImFileGetSize(f);
2033
0
    if (file_size == (size_t)-1)
2034
0
    {
2035
0
        ImFileClose(f);
2036
0
        return NULL;
2037
0
    }
2038
2039
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2040
0
    if (file_data == NULL)
2041
0
    {
2042
0
        ImFileClose(f);
2043
0
        return NULL;
2044
0
    }
2045
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2046
0
    {
2047
0
        ImFileClose(f);
2048
0
        IM_FREE(file_data);
2049
0
        return NULL;
2050
0
    }
2051
0
    if (padding_bytes > 0)
2052
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2053
2054
0
    ImFileClose(f);
2055
0
    if (out_file_size)
2056
0
        *out_file_size = file_size;
2057
2058
0
    return file_data;
2059
0
}
2060
2061
//-----------------------------------------------------------------------------
2062
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2063
//-----------------------------------------------------------------------------
2064
2065
IM_MSVC_RUNTIME_CHECKS_OFF
2066
2067
// Convert UTF-8 to 32-bit character, process single character input.
2068
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2069
// We handle UTF-8 decoding error by skipping forward.
2070
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2071
5.66M
{
2072
5.66M
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2073
5.66M
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2074
5.66M
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2075
5.66M
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2076
5.66M
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2077
5.66M
    int len = lengths[*(const unsigned char*)in_text >> 3];
2078
5.66M
    int wanted = len + (len ? 0 : 1);
2079
2080
5.66M
    if (in_text_end == NULL)
2081
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2082
2083
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2084
    // so it is fast even with excessive branching.
2085
5.66M
    unsigned char s[4];
2086
5.66M
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2087
5.66M
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2088
5.66M
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2089
5.66M
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2090
2091
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2092
5.66M
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2093
5.66M
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2094
5.66M
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2095
5.66M
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2096
5.66M
    *out_char >>= shiftc[len];
2097
2098
    // Accumulate the various error conditions.
2099
5.66M
    int e = 0;
2100
5.66M
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2101
5.66M
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2102
5.66M
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2103
5.66M
    e |= (s[1] & 0xc0) >> 2;
2104
5.66M
    e |= (s[2] & 0xc0) >> 4;
2105
5.66M
    e |= (s[3]       ) >> 6;
2106
5.66M
    e ^= 0x2a; // top two bits of each tail byte correct?
2107
5.66M
    e >>= shifte[len];
2108
2109
5.66M
    if (e)
2110
924k
    {
2111
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2112
        // One byte is consumed in case of invalid first byte of in_text.
2113
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2114
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2115
924k
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2116
924k
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2117
924k
    }
2118
2119
5.66M
    return wanted;
2120
5.66M
}
2121
2122
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2123
0
{
2124
0
    ImWchar* buf_out = buf;
2125
0
    ImWchar* buf_end = buf + buf_size;
2126
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2127
0
    {
2128
0
        unsigned int c;
2129
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2130
0
        *buf_out++ = (ImWchar)c;
2131
0
    }
2132
0
    *buf_out = 0;
2133
0
    if (in_text_remaining)
2134
0
        *in_text_remaining = in_text;
2135
0
    return (int)(buf_out - buf);
2136
0
}
2137
2138
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2139
0
{
2140
0
    int char_count = 0;
2141
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2142
0
    {
2143
0
        unsigned int c;
2144
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2145
0
        char_count++;
2146
0
    }
2147
0
    return char_count;
2148
0
}
2149
2150
// Based on stb_to_utf8() from github.com/nothings/stb/
2151
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2152
0
{
2153
0
    if (c < 0x80)
2154
0
    {
2155
0
        buf[0] = (char)c;
2156
0
        return 1;
2157
0
    }
2158
0
    if (c < 0x800)
2159
0
    {
2160
0
        if (buf_size < 2) return 0;
2161
0
        buf[0] = (char)(0xc0 + (c >> 6));
2162
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2163
0
        return 2;
2164
0
    }
2165
0
    if (c < 0x10000)
2166
0
    {
2167
0
        if (buf_size < 3) return 0;
2168
0
        buf[0] = (char)(0xe0 + (c >> 12));
2169
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2170
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2171
0
        return 3;
2172
0
    }
2173
0
    if (c <= 0x10FFFF)
2174
0
    {
2175
0
        if (buf_size < 4) return 0;
2176
0
        buf[0] = (char)(0xf0 + (c >> 18));
2177
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2178
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2179
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2180
0
        return 4;
2181
0
    }
2182
    // Invalid code point, the max unicode is 0x10FFFF
2183
0
    return 0;
2184
0
}
2185
2186
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2187
0
{
2188
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2189
0
    out_buf[count] = 0;
2190
0
    return out_buf;
2191
0
}
2192
2193
// Not optimal but we very rarely use this function.
2194
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2195
0
{
2196
0
    unsigned int unused = 0;
2197
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2198
0
}
2199
2200
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2201
0
{
2202
0
    if (c < 0x80) return 1;
2203
0
    if (c < 0x800) return 2;
2204
0
    if (c < 0x10000) return 3;
2205
0
    if (c <= 0x10FFFF) return 4;
2206
0
    return 3;
2207
0
}
2208
2209
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2210
0
{
2211
0
    char* buf_p = out_buf;
2212
0
    const char* buf_end = out_buf + out_buf_size;
2213
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2214
0
    {
2215
0
        unsigned int c = (unsigned int)(*in_text++);
2216
0
        if (c < 0x80)
2217
0
            *buf_p++ = (char)c;
2218
0
        else
2219
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2220
0
    }
2221
0
    *buf_p = 0;
2222
0
    return (int)(buf_p - out_buf);
2223
0
}
2224
2225
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2226
0
{
2227
0
    int bytes_count = 0;
2228
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2229
0
    {
2230
0
        unsigned int c = (unsigned int)(*in_text++);
2231
0
        if (c < 0x80)
2232
0
            bytes_count++;
2233
0
        else
2234
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2235
0
    }
2236
0
    return bytes_count;
2237
0
}
2238
IM_MSVC_RUNTIME_CHECKS_RESTORE
2239
2240
//-----------------------------------------------------------------------------
2241
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2242
// Note: The Convert functions are early design which are not consistent with other API.
2243
//-----------------------------------------------------------------------------
2244
2245
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2246
0
{
2247
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2248
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2249
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2250
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2251
0
    return IM_COL32(r, g, b, 0xFF);
2252
0
}
2253
2254
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2255
124k
{
2256
124k
    float s = 1.0f / 255.0f;
2257
124k
    return ImVec4(
2258
124k
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2259
124k
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2260
124k
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2261
124k
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2262
124k
}
2263
2264
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2265
590k
{
2266
590k
    ImU32 out;
2267
590k
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2268
590k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2269
590k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2270
590k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2271
590k
    return out;
2272
590k
}
2273
2274
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2275
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2276
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2277
0
{
2278
0
    float K = 0.f;
2279
0
    if (g < b)
2280
0
    {
2281
0
        ImSwap(g, b);
2282
0
        K = -1.f;
2283
0
    }
2284
0
    if (r < g)
2285
0
    {
2286
0
        ImSwap(r, g);
2287
0
        K = -2.f / 6.f - K;
2288
0
    }
2289
2290
0
    const float chroma = r - (g < b ? g : b);
2291
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2292
0
    out_s = chroma / (r + 1e-20f);
2293
0
    out_v = r;
2294
0
}
2295
2296
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2297
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2298
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2299
0
{
2300
0
    if (s == 0.0f)
2301
0
    {
2302
        // gray
2303
0
        out_r = out_g = out_b = v;
2304
0
        return;
2305
0
    }
2306
2307
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2308
0
    int   i = (int)h;
2309
0
    float f = h - (float)i;
2310
0
    float p = v * (1.0f - s);
2311
0
    float q = v * (1.0f - s * f);
2312
0
    float t = v * (1.0f - s * (1.0f - f));
2313
2314
0
    switch (i)
2315
0
    {
2316
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2317
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2318
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2319
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2320
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2321
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2322
0
    }
2323
0
}
2324
2325
//-----------------------------------------------------------------------------
2326
// [SECTION] ImGuiStorage
2327
// Helper: Key->value storage
2328
//-----------------------------------------------------------------------------
2329
2330
// std::lower_bound but without the bullshit
2331
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2332
86.4k
{
2333
86.4k
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2334
86.4k
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2335
86.4k
    size_t count = (size_t)(last - first);
2336
259k
    while (count > 0)
2337
172k
    {
2338
172k
        size_t count2 = count >> 1;
2339
172k
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2340
172k
        if (mid->key < key)
2341
57.6k
        {
2342
57.6k
            first = ++mid;
2343
57.6k
            count -= count2 + 1;
2344
57.6k
        }
2345
115k
        else
2346
115k
        {
2347
115k
            count = count2;
2348
115k
        }
2349
172k
    }
2350
86.4k
    return first;
2351
86.4k
}
2352
2353
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2354
void ImGuiStorage::BuildSortByKey()
2355
0
{
2356
0
    struct StaticFunc
2357
0
    {
2358
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2359
0
        {
2360
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2361
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2362
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2363
0
            return 0;
2364
0
        }
2365
0
    };
2366
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2367
0
}
2368
2369
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2370
0
{
2371
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2372
0
    if (it == Data.end() || it->key != key)
2373
0
        return default_val;
2374
0
    return it->val_i;
2375
0
}
2376
2377
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2378
0
{
2379
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2380
0
}
2381
2382
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2383
0
{
2384
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2385
0
    if (it == Data.end() || it->key != key)
2386
0
        return default_val;
2387
0
    return it->val_f;
2388
0
}
2389
2390
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2391
86.4k
{
2392
86.4k
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2393
86.4k
    if (it == Data.end() || it->key != key)
2394
3
        return NULL;
2395
86.4k
    return it->val_p;
2396
86.4k
}
2397
2398
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2399
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2400
0
{
2401
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2402
0
    if (it == Data.end() || it->key != key)
2403
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2404
0
    return &it->val_i;
2405
0
}
2406
2407
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2408
0
{
2409
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2410
0
}
2411
2412
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2413
0
{
2414
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2415
0
    if (it == Data.end() || it->key != key)
2416
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2417
0
    return &it->val_f;
2418
0
}
2419
2420
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2421
0
{
2422
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2423
0
    if (it == Data.end() || it->key != key)
2424
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2425
0
    return &it->val_p;
2426
0
}
2427
2428
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2429
void ImGuiStorage::SetInt(ImGuiID key, int val)
2430
0
{
2431
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2432
0
    if (it == Data.end() || it->key != key)
2433
0
    {
2434
0
        Data.insert(it, ImGuiStoragePair(key, val));
2435
0
        return;
2436
0
    }
2437
0
    it->val_i = val;
2438
0
}
2439
2440
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2441
0
{
2442
0
    SetInt(key, val ? 1 : 0);
2443
0
}
2444
2445
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2446
0
{
2447
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2448
0
    if (it == Data.end() || it->key != key)
2449
0
    {
2450
0
        Data.insert(it, ImGuiStoragePair(key, val));
2451
0
        return;
2452
0
    }
2453
0
    it->val_f = val;
2454
0
}
2455
2456
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2457
3
{
2458
3
    ImGuiStoragePair* it = LowerBound(Data, key);
2459
3
    if (it == Data.end() || it->key != key)
2460
3
    {
2461
3
        Data.insert(it, ImGuiStoragePair(key, val));
2462
3
        return;
2463
3
    }
2464
0
    it->val_p = val;
2465
0
}
2466
2467
void ImGuiStorage::SetAllInt(int v)
2468
0
{
2469
0
    for (int i = 0; i < Data.Size; i++)
2470
0
        Data[i].val_i = v;
2471
0
}
2472
2473
//-----------------------------------------------------------------------------
2474
// [SECTION] ImGuiTextFilter
2475
//-----------------------------------------------------------------------------
2476
2477
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2478
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2479
0
{
2480
0
    InputBuf[0] = 0;
2481
0
    CountGrep = 0;
2482
0
    if (default_filter)
2483
0
    {
2484
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2485
0
        Build();
2486
0
    }
2487
0
}
2488
2489
bool ImGuiTextFilter::Draw(const char* label, float width)
2490
0
{
2491
0
    if (width != 0.0f)
2492
0
        ImGui::SetNextItemWidth(width);
2493
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2494
0
    if (value_changed)
2495
0
        Build();
2496
0
    return value_changed;
2497
0
}
2498
2499
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2500
0
{
2501
0
    out->resize(0);
2502
0
    const char* wb = b;
2503
0
    const char* we = wb;
2504
0
    while (we < e)
2505
0
    {
2506
0
        if (*we == separator)
2507
0
        {
2508
0
            out->push_back(ImGuiTextRange(wb, we));
2509
0
            wb = we + 1;
2510
0
        }
2511
0
        we++;
2512
0
    }
2513
0
    if (wb != we)
2514
0
        out->push_back(ImGuiTextRange(wb, we));
2515
0
}
2516
2517
void ImGuiTextFilter::Build()
2518
0
{
2519
0
    Filters.resize(0);
2520
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2521
0
    input_range.split(',', &Filters);
2522
2523
0
    CountGrep = 0;
2524
0
    for (int i = 0; i != Filters.Size; i++)
2525
0
    {
2526
0
        ImGuiTextRange& f = Filters[i];
2527
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2528
0
            f.b++;
2529
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2530
0
            f.e--;
2531
0
        if (f.empty())
2532
0
            continue;
2533
0
        if (Filters[i].b[0] != '-')
2534
0
            CountGrep += 1;
2535
0
    }
2536
0
}
2537
2538
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2539
0
{
2540
0
    if (Filters.empty())
2541
0
        return true;
2542
2543
0
    if (text == NULL)
2544
0
        text = "";
2545
2546
0
    for (int i = 0; i != Filters.Size; i++)
2547
0
    {
2548
0
        const ImGuiTextRange& f = Filters[i];
2549
0
        if (f.empty())
2550
0
            continue;
2551
0
        if (f.b[0] == '-')
2552
0
        {
2553
            // Subtract
2554
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2555
0
                return false;
2556
0
        }
2557
0
        else
2558
0
        {
2559
            // Grep
2560
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2561
0
                return true;
2562
0
        }
2563
0
    }
2564
2565
    // Implicit * grep
2566
0
    if (CountGrep == 0)
2567
0
        return true;
2568
2569
0
    return false;
2570
0
}
2571
2572
//-----------------------------------------------------------------------------
2573
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2574
//-----------------------------------------------------------------------------
2575
2576
// On some platform vsnprintf() takes va_list by reference and modifies it.
2577
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2578
#ifndef va_copy
2579
#if defined(__GNUC__) || defined(__clang__)
2580
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2581
#else
2582
#define va_copy(dest, src) (dest = src)
2583
#endif
2584
#endif
2585
2586
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2587
2588
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2589
0
{
2590
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2591
2592
    // Add zero-terminator the first time
2593
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2594
0
    const int needed_sz = write_off + len;
2595
0
    if (write_off + len >= Buf.Capacity)
2596
0
    {
2597
0
        int new_capacity = Buf.Capacity * 2;
2598
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2599
0
    }
2600
2601
0
    Buf.resize(needed_sz);
2602
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2603
0
    Buf[write_off - 1 + len] = 0;
2604
0
}
2605
2606
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2607
0
{
2608
0
    va_list args;
2609
0
    va_start(args, fmt);
2610
0
    appendfv(fmt, args);
2611
0
    va_end(args);
2612
0
}
2613
2614
// Helper: Text buffer for logging/accumulating text
2615
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2616
0
{
2617
0
    va_list args_copy;
2618
0
    va_copy(args_copy, args);
2619
2620
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2621
0
    if (len <= 0)
2622
0
    {
2623
0
        va_end(args_copy);
2624
0
        return;
2625
0
    }
2626
2627
    // Add zero-terminator the first time
2628
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2629
0
    const int needed_sz = write_off + len;
2630
0
    if (write_off + len >= Buf.Capacity)
2631
0
    {
2632
0
        int new_capacity = Buf.Capacity * 2;
2633
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2634
0
    }
2635
2636
0
    Buf.resize(needed_sz);
2637
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2638
0
    va_end(args_copy);
2639
0
}
2640
2641
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2642
0
{
2643
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2644
0
    if (old_size == new_size)
2645
0
        return;
2646
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2647
0
        LineOffsets.push_back(EndOffset);
2648
0
    const char* base_end = base + new_size;
2649
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2650
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2651
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2652
0
    EndOffset = ImMax(EndOffset, new_size);
2653
0
}
2654
2655
//-----------------------------------------------------------------------------
2656
// [SECTION] ImGuiListClipper
2657
// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed
2658
// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)
2659
//-----------------------------------------------------------------------------
2660
2661
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2662
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2663
static bool GetSkipItemForListClipping()
2664
0
{
2665
0
    ImGuiContext& g = *GImGui;
2666
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2667
0
}
2668
2669
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2670
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
2671
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
2672
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
2673
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2674
{
2675
    ImGuiContext& g = *GImGui;
2676
    ImGuiWindow* window = g.CurrentWindow;
2677
    if (g.LogEnabled)
2678
    {
2679
        // If logging is active, do not perform any clipping
2680
        *out_items_display_start = 0;
2681
        *out_items_display_end = items_count;
2682
        return;
2683
    }
2684
    if (GetSkipItemForListClipping())
2685
    {
2686
        *out_items_display_start = *out_items_display_end = 0;
2687
        return;
2688
    }
2689
2690
    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2691
    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
2692
    ImRect rect = window->ClipRect;
2693
    if (g.NavMoveScoringItems)
2694
        rect.Add(g.NavScoringNoClipRect);
2695
    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2696
        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
2697
2698
    const ImVec2 pos = window->DC.CursorPos;
2699
    int start = (int)((rect.Min.y - pos.y) / items_height);
2700
    int end = (int)((rect.Max.y - pos.y) / items_height);
2701
2702
    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2703
    // FIXME: Verify this works with tabbing
2704
    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2705
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
2706
        start--;
2707
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
2708
        end++;
2709
2710
    start = ImClamp(start, 0, items_count);
2711
    end = ImClamp(end + 1, start, items_count);
2712
    *out_items_display_start = start;
2713
    *out_items_display_end = end;
2714
}
2715
#endif
2716
2717
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2718
0
{
2719
0
    if (ranges.Size - offset <= 1)
2720
0
        return;
2721
2722
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2723
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2724
0
        for (int i = offset; i < sort_end + offset; ++i)
2725
0
            if (ranges[i].Min > ranges[i + 1].Min)
2726
0
                ImSwap(ranges[i], ranges[i + 1]);
2727
2728
    // Now fuse ranges together as much as possible.
2729
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2730
0
    {
2731
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2732
0
        if (ranges[i - 1].Max < ranges[i].Min)
2733
0
            continue;
2734
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2735
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2736
0
        ranges.erase(ranges.Data + i);
2737
0
        i--;
2738
0
    }
2739
0
}
2740
2741
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2742
0
{
2743
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2744
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2745
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2746
0
    ImGuiContext& g = *GImGui;
2747
0
    ImGuiWindow* window = g.CurrentWindow;
2748
0
    float off_y = pos_y - window->DC.CursorPos.y;
2749
0
    window->DC.CursorPos.y = pos_y;
2750
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2751
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2752
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2753
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2754
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2755
0
    if (ImGuiTable* table = g.CurrentTable)
2756
0
    {
2757
0
        if (table->IsInsideRow)
2758
0
            ImGui::TableEndRow(table);
2759
0
        table->RowPosY2 = window->DC.CursorPos.y;
2760
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2761
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2762
0
        table->RowBgColorCounter += row_increase;
2763
0
    }
2764
0
}
2765
2766
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2767
0
{
2768
    // StartPosY starts from ItemsFrozen hence the subtraction
2769
    // Perform the add and multiply with double to allow seeking through larger ranges
2770
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2771
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2772
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2773
0
}
2774
2775
ImGuiListClipper::ImGuiListClipper()
2776
0
{
2777
0
    memset(this, 0, sizeof(*this));
2778
0
    Ctx = ImGui::GetCurrentContext();
2779
0
    IM_ASSERT(Ctx != NULL);
2780
0
    ItemsCount = -1;
2781
0
}
2782
2783
ImGuiListClipper::~ImGuiListClipper()
2784
0
{
2785
0
    End();
2786
0
}
2787
2788
void ImGuiListClipper::Begin(int items_count, float items_height)
2789
0
{
2790
0
    ImGuiContext& g = *Ctx;
2791
0
    ImGuiWindow* window = g.CurrentWindow;
2792
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2793
2794
0
    if (ImGuiTable* table = g.CurrentTable)
2795
0
        if (table->IsInsideRow)
2796
0
            ImGui::TableEndRow(table);
2797
2798
0
    StartPosY = window->DC.CursorPos.y;
2799
0
    ItemsHeight = items_height;
2800
0
    ItemsCount = items_count;
2801
0
    DisplayStart = -1;
2802
0
    DisplayEnd = 0;
2803
2804
    // Acquire temporary buffer
2805
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2806
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2807
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2808
0
    data->Reset(this);
2809
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2810
0
    TempData = data;
2811
0
}
2812
2813
void ImGuiListClipper::End()
2814
0
{
2815
0
    ImGuiContext& g = *Ctx;
2816
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2817
0
    {
2818
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2819
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2820
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2821
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2822
2823
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2824
0
        IM_ASSERT(data->ListClipper == this);
2825
0
        data->StepNo = data->Ranges.Size;
2826
0
        if (--g.ClipperTempDataStacked > 0)
2827
0
        {
2828
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2829
0
            data->ListClipper->TempData = data;
2830
0
        }
2831
0
        TempData = NULL;
2832
0
    }
2833
0
    ItemsCount = -1;
2834
0
}
2835
2836
void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max)
2837
0
{
2838
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2839
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2840
0
    IM_ASSERT(item_min <= item_max);
2841
0
    if (item_min < item_max)
2842
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max));
2843
0
}
2844
2845
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2846
0
{
2847
0
    ImGuiContext& g = *clipper->Ctx;
2848
0
    ImGuiWindow* window = g.CurrentWindow;
2849
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2850
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2851
2852
0
    ImGuiTable* table = g.CurrentTable;
2853
0
    if (table && table->IsInsideRow)
2854
0
        ImGui::TableEndRow(table);
2855
2856
    // No items
2857
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2858
0
        return false;
2859
2860
    // While we are in frozen row state, keep displaying items one by one, unclipped
2861
    // FIXME: Could be stored as a table-agnostic state.
2862
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2863
0
    {
2864
0
        clipper->DisplayStart = data->ItemsFrozen;
2865
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2866
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2867
0
            data->ItemsFrozen++;
2868
0
        return true;
2869
0
    }
2870
2871
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2872
0
    bool calc_clipping = false;
2873
0
    if (data->StepNo == 0)
2874
0
    {
2875
0
        clipper->StartPosY = window->DC.CursorPos.y;
2876
0
        if (clipper->ItemsHeight <= 0.0f)
2877
0
        {
2878
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2879
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2880
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2881
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2882
0
            data->StepNo = 1;
2883
0
            return true;
2884
0
        }
2885
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2886
0
    }
2887
2888
    // Step 1: Let the clipper infer height from first range
2889
0
    if (clipper->ItemsHeight <= 0.0f)
2890
0
    {
2891
0
        IM_ASSERT(data->StepNo == 1);
2892
0
        if (table)
2893
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
2894
2895
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
2896
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
2897
0
        if (affected_by_floating_point_precision)
2898
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
2899
2900
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
2901
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
2902
0
    }
2903
2904
    // Step 0 or 1: Calculate the actual ranges of visible elements.
2905
0
    const int already_submitted = clipper->DisplayEnd;
2906
0
    if (calc_clipping)
2907
0
    {
2908
0
        if (g.LogEnabled)
2909
0
        {
2910
            // If logging is active, do not perform any clipping
2911
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
2912
0
        }
2913
0
        else
2914
0
        {
2915
            // Add range selected to be included for navigation
2916
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2917
0
            if (is_nav_request)
2918
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
2919
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)
2920
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
2921
2922
            // Add focused/active item
2923
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
2924
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
2925
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
2926
2927
            // Add visible range
2928
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
2929
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
2930
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
2931
0
        }
2932
2933
        // Convert position ranges to item index ranges
2934
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
2935
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
2936
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
2937
0
        for (int i = 0; i < data->Ranges.Size; i++)
2938
0
            if (data->Ranges[i].PosToIndexConvert)
2939
0
            {
2940
0
                int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
2941
0
                int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
2942
0
                data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
2943
0
                data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, clipper->ItemsCount);
2944
0
                data->Ranges[i].PosToIndexConvert = false;
2945
0
            }
2946
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
2947
0
    }
2948
2949
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
2950
0
    if (data->StepNo < data->Ranges.Size)
2951
0
    {
2952
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
2953
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
2954
0
        if (clipper->DisplayStart > already_submitted) //-V1051
2955
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
2956
0
        data->StepNo++;
2957
0
        return true;
2958
0
    }
2959
2960
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
2961
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
2962
0
    if (clipper->ItemsCount < INT_MAX)
2963
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
2964
2965
0
    return false;
2966
0
}
2967
2968
bool ImGuiListClipper::Step()
2969
0
{
2970
0
    ImGuiContext& g = *Ctx;
2971
0
    bool need_items_height = (ItemsHeight <= 0.0f);
2972
0
    bool ret = ImGuiListClipper_StepInternal(this);
2973
0
    if (ret && (DisplayStart == DisplayEnd))
2974
0
        ret = false;
2975
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
2976
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
2977
0
    if (need_items_height && ItemsHeight > 0.0f)
2978
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
2979
0
    if (ret)
2980
0
    {
2981
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
2982
0
    }
2983
0
    else
2984
0
    {
2985
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
2986
0
        End();
2987
0
    }
2988
0
    return ret;
2989
0
}
2990
2991
//-----------------------------------------------------------------------------
2992
// [SECTION] STYLING
2993
//-----------------------------------------------------------------------------
2994
2995
ImGuiStyle& ImGui::GetStyle()
2996
95.7k
{
2997
95.7k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
2998
95.7k
    return GImGui->Style;
2999
95.7k
}
3000
3001
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3002
495k
{
3003
495k
    ImGuiStyle& style = GImGui->Style;
3004
495k
    ImVec4 c = style.Colors[idx];
3005
495k
    c.w *= style.Alpha * alpha_mul;
3006
495k
    return ColorConvertFloat4ToU32(c);
3007
495k
}
3008
3009
ImU32 ImGui::GetColorU32(const ImVec4& col)
3010
0
{
3011
0
    ImGuiStyle& style = GImGui->Style;
3012
0
    ImVec4 c = col;
3013
0
    c.w *= style.Alpha;
3014
0
    return ColorConvertFloat4ToU32(c);
3015
0
}
3016
3017
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3018
0
{
3019
0
    ImGuiStyle& style = GImGui->Style;
3020
0
    return style.Colors[idx];
3021
0
}
3022
3023
ImU32 ImGui::GetColorU32(ImU32 col)
3024
0
{
3025
0
    ImGuiStyle& style = GImGui->Style;
3026
0
    if (style.Alpha >= 1.0f)
3027
0
        return col;
3028
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3029
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
3030
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3031
0
}
3032
3033
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3034
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3035
0
{
3036
0
    ImGuiContext& g = *GImGui;
3037
0
    ImGuiColorMod backup;
3038
0
    backup.Col = idx;
3039
0
    backup.BackupValue = g.Style.Colors[idx];
3040
0
    g.ColorStack.push_back(backup);
3041
0
    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3042
0
}
3043
3044
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3045
28.8k
{
3046
28.8k
    ImGuiContext& g = *GImGui;
3047
28.8k
    ImGuiColorMod backup;
3048
28.8k
    backup.Col = idx;
3049
28.8k
    backup.BackupValue = g.Style.Colors[idx];
3050
28.8k
    g.ColorStack.push_back(backup);
3051
28.8k
    g.Style.Colors[idx] = col;
3052
28.8k
}
3053
3054
void ImGui::PopStyleColor(int count)
3055
28.8k
{
3056
28.8k
    ImGuiContext& g = *GImGui;
3057
28.8k
    if (g.ColorStack.Size < count)
3058
0
    {
3059
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3060
0
        count = g.ColorStack.Size;
3061
0
    }
3062
57.6k
    while (count > 0)
3063
28.8k
    {
3064
28.8k
        ImGuiColorMod& backup = g.ColorStack.back();
3065
28.8k
        g.Style.Colors[backup.Col] = backup.BackupValue;
3066
28.8k
        g.ColorStack.pop_back();
3067
28.8k
        count--;
3068
28.8k
    }
3069
28.8k
}
3070
3071
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3072
{
3073
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3074
};
3075
3076
static const ImGuiDataVarInfo GStyleVarInfo[] =
3077
{
3078
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha
3079
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha
3080
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding
3081
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding
3082
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize
3083
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize
3084
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign
3085
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding
3086
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize
3087
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding
3088
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize
3089
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding
3090
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding
3091
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize
3092
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing
3093
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing
3094
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing
3095
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding
3096
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize
3097
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding
3098
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize
3099
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding
3100
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding
3101
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign
3102
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
3103
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3104
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) },     // ImGuiStyleVar_SeparatorTextAlign
3105
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) },   // ImGuiStyleVar_SeparatorTextPadding
3106
};
3107
3108
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3109
57.6k
{
3110
57.6k
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3111
57.6k
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3112
57.6k
    return &GStyleVarInfo[idx];
3113
57.6k
}
3114
3115
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3116
0
{
3117
0
    ImGuiContext& g = *GImGui;
3118
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3119
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3120
0
    {
3121
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3122
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3123
0
        *pvar = val;
3124
0
        return;
3125
0
    }
3126
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3127
0
}
3128
3129
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3130
28.8k
{
3131
28.8k
    ImGuiContext& g = *GImGui;
3132
28.8k
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3133
28.8k
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3134
28.8k
    {
3135
28.8k
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3136
28.8k
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3137
28.8k
        *pvar = val;
3138
28.8k
        return;
3139
28.8k
    }
3140
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3141
0
}
3142
3143
void ImGui::PopStyleVar(int count)
3144
28.8k
{
3145
28.8k
    ImGuiContext& g = *GImGui;
3146
28.8k
    if (g.StyleVarStack.Size < count)
3147
0
    {
3148
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3149
0
        count = g.StyleVarStack.Size;
3150
0
    }
3151
57.6k
    while (count > 0)
3152
28.8k
    {
3153
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3154
28.8k
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3155
28.8k
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3156
28.8k
        void* data = info->GetVarPtr(&g.Style);
3157
28.8k
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3158
28.8k
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3159
28.8k
        g.StyleVarStack.pop_back();
3160
28.8k
        count--;
3161
28.8k
    }
3162
28.8k
}
3163
3164
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3165
0
{
3166
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3167
0
    switch (idx)
3168
0
    {
3169
0
    case ImGuiCol_Text: return "Text";
3170
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3171
0
    case ImGuiCol_WindowBg: return "WindowBg";
3172
0
    case ImGuiCol_ChildBg: return "ChildBg";
3173
0
    case ImGuiCol_PopupBg: return "PopupBg";
3174
0
    case ImGuiCol_Border: return "Border";
3175
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3176
0
    case ImGuiCol_FrameBg: return "FrameBg";
3177
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3178
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3179
0
    case ImGuiCol_TitleBg: return "TitleBg";
3180
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3181
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3182
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3183
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3184
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3185
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3186
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3187
0
    case ImGuiCol_CheckMark: return "CheckMark";
3188
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3189
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3190
0
    case ImGuiCol_Button: return "Button";
3191
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3192
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3193
0
    case ImGuiCol_Header: return "Header";
3194
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3195
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3196
0
    case ImGuiCol_Separator: return "Separator";
3197
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3198
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3199
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3200
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3201
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3202
0
    case ImGuiCol_Tab: return "Tab";
3203
0
    case ImGuiCol_TabHovered: return "TabHovered";
3204
0
    case ImGuiCol_TabActive: return "TabActive";
3205
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3206
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3207
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3208
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3209
0
    case ImGuiCol_PlotLines: return "PlotLines";
3210
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3211
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3212
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3213
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3214
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3215
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3216
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3217
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3218
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3219
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3220
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3221
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3222
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3223
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3224
0
    }
3225
0
    IM_ASSERT(0);
3226
0
    return "Unknown";
3227
0
}
3228
3229
3230
//-----------------------------------------------------------------------------
3231
// [SECTION] RENDER HELPERS
3232
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3233
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3234
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3235
//-----------------------------------------------------------------------------
3236
3237
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3238
115k
{
3239
115k
    const char* text_display_end = text;
3240
115k
    if (!text_end)
3241
115k
        text_end = (const char*)-1;
3242
3243
1.03M
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3244
921k
        text_display_end++;
3245
115k
    return text_display_end;
3246
115k
}
3247
3248
// Internal ImGui functions to render text
3249
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3250
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3251
0
{
3252
0
    ImGuiContext& g = *GImGui;
3253
0
    ImGuiWindow* window = g.CurrentWindow;
3254
3255
    // Hide anything after a '##' string
3256
0
    const char* text_display_end;
3257
0
    if (hide_text_after_hash)
3258
0
    {
3259
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3260
0
    }
3261
0
    else
3262
0
    {
3263
0
        if (!text_end)
3264
0
            text_end = text + strlen(text); // FIXME-OPT
3265
0
        text_display_end = text_end;
3266
0
    }
3267
3268
0
    if (text != text_display_end)
3269
0
    {
3270
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3271
0
        if (g.LogEnabled)
3272
0
            LogRenderedText(&pos, text, text_display_end);
3273
0
    }
3274
0
}
3275
3276
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3277
0
{
3278
0
    ImGuiContext& g = *GImGui;
3279
0
    ImGuiWindow* window = g.CurrentWindow;
3280
3281
0
    if (!text_end)
3282
0
        text_end = text + strlen(text); // FIXME-OPT
3283
3284
0
    if (text != text_end)
3285
0
    {
3286
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3287
0
        if (g.LogEnabled)
3288
0
            LogRenderedText(&pos, text, text_end);
3289
0
    }
3290
0
}
3291
3292
// Default clip_rect uses (pos_min,pos_max)
3293
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3294
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3295
57.6k
{
3296
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3297
57.6k
    ImVec2 pos = pos_min;
3298
57.6k
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3299
3300
57.6k
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3301
57.6k
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3302
57.6k
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3303
57.6k
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3304
57.6k
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3305
3306
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3307
57.6k
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3308
57.6k
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3309
3310
    // Render
3311
57.6k
    if (need_clipping)
3312
28.8k
    {
3313
28.8k
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3314
28.8k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3315
28.8k
    }
3316
28.8k
    else
3317
28.8k
    {
3318
28.8k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3319
28.8k
    }
3320
57.6k
}
3321
3322
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3323
57.6k
{
3324
    // Hide anything after a '##' string
3325
57.6k
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3326
57.6k
    const int text_len = (int)(text_display_end - text);
3327
57.6k
    if (text_len == 0)
3328
0
        return;
3329
3330
57.6k
    ImGuiContext& g = *GImGui;
3331
57.6k
    ImGuiWindow* window = g.CurrentWindow;
3332
57.6k
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3333
57.6k
    if (g.LogEnabled)
3334
0
        LogRenderedText(&pos_min, text, text_display_end);
3335
57.6k
}
3336
3337
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3338
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3339
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3340
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3341
0
{
3342
0
    ImGuiContext& g = *GImGui;
3343
0
    if (text_end_full == NULL)
3344
0
        text_end_full = FindRenderedTextEnd(text);
3345
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3346
3347
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3348
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3349
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3350
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3351
0
    if (text_size.x > pos_max.x - pos_min.x)
3352
0
    {
3353
        // Hello wo...
3354
        // |       |   |
3355
        // min   max   ellipsis_max
3356
        //          <-> this is generally some padding value
3357
3358
0
        const ImFont* font = draw_list->_Data->Font;
3359
0
        const float font_size = draw_list->_Data->FontSize;
3360
0
        const float font_scale = font_size / font->FontSize;
3361
0
        const char* text_end_ellipsis = NULL;
3362
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3363
3364
        // We can now claim the space between pos_max.x and ellipsis_max.x
3365
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3366
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3367
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3368
0
        {
3369
            // Always display at least 1 character if there's no room for character + ellipsis
3370
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3371
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3372
0
        }
3373
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3374
0
        {
3375
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3376
0
            text_end_ellipsis--;
3377
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3378
0
        }
3379
3380
        // Render text, render ellipsis
3381
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3382
0
        ImVec2 ellipsis_pos = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3383
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3384
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3385
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3386
0
    }
3387
0
    else
3388
0
    {
3389
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3390
0
    }
3391
3392
0
    if (g.LogEnabled)
3393
0
        LogRenderedText(&pos_min, text, text_end_full);
3394
0
}
3395
3396
// Render a rectangle shaped with optional rounding and borders
3397
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3398
0
{
3399
0
    ImGuiContext& g = *GImGui;
3400
0
    ImGuiWindow* window = g.CurrentWindow;
3401
0
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3402
0
    const float border_size = g.Style.FrameBorderSize;
3403
0
    if (border && border_size > 0.0f)
3404
0
    {
3405
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3406
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3407
0
    }
3408
0
}
3409
3410
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3411
0
{
3412
0
    ImGuiContext& g = *GImGui;
3413
0
    ImGuiWindow* window = g.CurrentWindow;
3414
0
    const float border_size = g.Style.FrameBorderSize;
3415
0
    if (border_size > 0.0f)
3416
0
    {
3417
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3418
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3419
0
    }
3420
0
}
3421
3422
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3423
52.5k
{
3424
52.5k
    ImGuiContext& g = *GImGui;
3425
52.5k
    if (id != g.NavId)
3426
27.3k
        return;
3427
25.2k
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3428
2.34k
        return;
3429
22.9k
    ImGuiWindow* window = g.CurrentWindow;
3430
22.9k
    if (window->DC.NavHideHighlightOneFrame)
3431
0
        return;
3432
3433
22.9k
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3434
22.9k
    ImRect display_rect = bb;
3435
22.9k
    display_rect.ClipWith(window->ClipRect);
3436
22.9k
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3437
612
    {
3438
612
        const float THICKNESS = 2.0f;
3439
612
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3440
612
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3441
612
        bool fully_visible = window->ClipRect.Contains(display_rect);
3442
612
        if (!fully_visible)
3443
258
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3444
612
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3445
612
        if (!fully_visible)
3446
258
            window->DrawList->PopClipRect();
3447
612
    }
3448
22.9k
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3449
22.3k
    {
3450
22.3k
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3451
22.3k
    }
3452
22.9k
}
3453
3454
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3455
0
{
3456
0
    ImGuiContext& g = *GImGui;
3457
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3458
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3459
0
    for (int n = 0; n < g.Viewports.Size; n++)
3460
0
    {
3461
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3462
0
        ImVec2 offset, size, uv[4];
3463
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3464
0
            continue;
3465
0
        ImGuiViewportP* viewport = g.Viewports[n];
3466
0
        const ImVec2 pos = base_pos - offset;
3467
0
        const float scale = base_scale * viewport->DpiScale;
3468
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3469
0
            continue;
3470
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3471
0
        ImTextureID tex_id = font_atlas->TexID;
3472
0
        draw_list->PushTextureID(tex_id);
3473
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3474
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3475
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3476
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3477
0
        draw_list->PopTextureID();
3478
0
    }
3479
0
}
3480
3481
//-----------------------------------------------------------------------------
3482
// [SECTION] INITIALIZATION, SHUTDOWN
3483
//-----------------------------------------------------------------------------
3484
3485
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3486
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3487
ImGuiContext* ImGui::GetCurrentContext()
3488
1
{
3489
1
    return GImGui;
3490
1
}
3491
3492
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3493
1
{
3494
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3495
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3496
#else
3497
1
    GImGui = ctx;
3498
1
#endif
3499
1
}
3500
3501
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3502
0
{
3503
0
    GImAllocatorAllocFunc = alloc_func;
3504
0
    GImAllocatorFreeFunc = free_func;
3505
0
    GImAllocatorUserData = user_data;
3506
0
}
3507
3508
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3509
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3510
0
{
3511
0
    *p_alloc_func = GImAllocatorAllocFunc;
3512
0
    *p_free_func = GImAllocatorFreeFunc;
3513
0
    *p_user_data = GImAllocatorUserData;
3514
0
}
3515
3516
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3517
1
{
3518
1
    ImGuiContext* prev_ctx = GetCurrentContext();
3519
1
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3520
1
    SetCurrentContext(ctx);
3521
1
    Initialize();
3522
1
    if (prev_ctx != NULL)
3523
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3524
1
    return ctx;
3525
1
}
3526
3527
void ImGui::DestroyContext(ImGuiContext* ctx)
3528
0
{
3529
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3530
0
    if (ctx == NULL) //-V1051
3531
0
        ctx = prev_ctx;
3532
0
    SetCurrentContext(ctx);
3533
0
    Shutdown();
3534
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3535
0
    IM_DELETE(ctx);
3536
0
}
3537
3538
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3539
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3540
{
3541
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3542
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3543
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3544
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3545
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3546
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3547
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3548
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3549
};
3550
3551
void ImGui::Initialize()
3552
1
{
3553
1
    ImGuiContext& g = *GImGui;
3554
1
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3555
3556
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3557
1
    {
3558
1
        ImGuiSettingsHandler ini_handler;
3559
1
        ini_handler.TypeName = "Window";
3560
1
        ini_handler.TypeHash = ImHashStr("Window");
3561
1
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3562
1
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3563
1
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3564
1
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3565
1
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3566
1
        AddSettingsHandler(&ini_handler);
3567
1
    }
3568
1
    TableSettingsAddSettingsHandler();
3569
3570
    // Setup default localization table
3571
1
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3572
3573
    // Setup default platform clipboard/IME handlers.
3574
1
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3575
1
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3576
1
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3577
1
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3578
3579
    // Create default viewport
3580
1
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3581
1
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3582
1
    viewport->Idx = 0;
3583
1
    viewport->PlatformWindowCreated = true;
3584
1
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3585
1
    g.Viewports.push_back(viewport);
3586
1
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3587
1
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3588
3589
1
#ifdef IMGUI_HAS_DOCK
3590
    // Initialize Docking
3591
1
    DockContextInitialize(&g);
3592
1
#endif
3593
3594
1
    g.Initialized = true;
3595
1
}
3596
3597
// This function is merely here to free heap allocations.
3598
void ImGui::Shutdown()
3599
0
{
3600
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3601
0
    ImGuiContext& g = *GImGui;
3602
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3603
0
    {
3604
0
        g.IO.Fonts->Locked = false;
3605
0
        IM_DELETE(g.IO.Fonts);
3606
0
    }
3607
0
    g.IO.Fonts = NULL;
3608
0
    g.DrawListSharedData.TempBuffer.clear();
3609
3610
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3611
0
    if (!g.Initialized)
3612
0
        return;
3613
3614
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3615
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3616
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3617
3618
    // Destroy platform windows
3619
0
    DestroyPlatformWindows();
3620
3621
    // Shutdown extensions
3622
0
    DockContextShutdown(&g);
3623
3624
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3625
3626
    // Clear everything else
3627
0
    g.Windows.clear_delete();
3628
0
    g.WindowsFocusOrder.clear();
3629
0
    g.WindowsTempSortBuffer.clear();
3630
0
    g.CurrentWindow = NULL;
3631
0
    g.CurrentWindowStack.clear();
3632
0
    g.WindowsById.Clear();
3633
0
    g.NavWindow = NULL;
3634
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3635
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3636
0
    g.MovingWindow = NULL;
3637
3638
0
    g.KeysRoutingTable.Clear();
3639
3640
0
    g.ColorStack.clear();
3641
0
    g.StyleVarStack.clear();
3642
0
    g.FontStack.clear();
3643
0
    g.OpenPopupStack.clear();
3644
0
    g.BeginPopupStack.clear();
3645
3646
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3647
0
    g.Viewports.clear_delete();
3648
3649
0
    g.TabBars.Clear();
3650
0
    g.CurrentTabBarStack.clear();
3651
0
    g.ShrinkWidthBuffer.clear();
3652
3653
0
    g.ClipperTempData.clear_destruct();
3654
3655
0
    g.Tables.Clear();
3656
0
    g.TablesTempData.clear_destruct();
3657
0
    g.DrawChannelsTempMergeBuffer.clear();
3658
3659
0
    g.ClipboardHandlerData.clear();
3660
0
    g.MenusIdSubmittedThisFrame.clear();
3661
0
    g.InputTextState.ClearFreeMemory();
3662
3663
0
    g.SettingsWindows.clear();
3664
0
    g.SettingsHandlers.clear();
3665
3666
0
    if (g.LogFile)
3667
0
    {
3668
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3669
0
        if (g.LogFile != stdout)
3670
0
#endif
3671
0
            ImFileClose(g.LogFile);
3672
0
        g.LogFile = NULL;
3673
0
    }
3674
0
    g.LogBuffer.clear();
3675
0
    g.DebugLogBuf.clear();
3676
0
    g.DebugLogIndex.clear();
3677
3678
0
    g.Initialized = false;
3679
0
}
3680
3681
// No specific ordering/dependency support, will see as needed
3682
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3683
0
{
3684
0
    ImGuiContext& g = *ctx;
3685
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3686
0
    g.Hooks.push_back(*hook);
3687
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3688
0
    return g.HookIdNext;
3689
0
}
3690
3691
// Deferred removal, avoiding issue with changing vector while iterating it
3692
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3693
0
{
3694
0
    ImGuiContext& g = *ctx;
3695
0
    IM_ASSERT(hook_id != 0);
3696
0
    for (int n = 0; n < g.Hooks.Size; n++)
3697
0
        if (g.Hooks[n].HookId == hook_id)
3698
0
            g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;
3699
0
}
3700
3701
// Call context hooks (used by e.g. test engine)
3702
// We assume a small number of hooks so all stored in same array
3703
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3704
172k
{
3705
172k
    ImGuiContext& g = *ctx;
3706
172k
    for (int n = 0; n < g.Hooks.Size; n++)
3707
0
        if (g.Hooks[n].Type == hook_type)
3708
0
            g.Hooks[n].Callback(&g, &g.Hooks[n]);
3709
172k
}
3710
3711
3712
//-----------------------------------------------------------------------------
3713
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3714
//-----------------------------------------------------------------------------
3715
3716
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3717
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3718
3
{
3719
3
    memset(this, 0, sizeof(*this));
3720
3
    Ctx = ctx;
3721
3
    Name = ImStrdup(name);
3722
3
    NameBufLen = (int)strlen(name) + 1;
3723
3
    ID = ImHashStr(name);
3724
3
    IDStack.push_back(ID);
3725
3
    ViewportAllowPlatformMonitorExtend = -1;
3726
3
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3727
3
    MoveId = GetID("#MOVE");
3728
3
    TabId = GetID("#TAB");
3729
3
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3730
3
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3731
3
    AutoFitFramesX = AutoFitFramesY = -1;
3732
3
    AutoPosLastDirection = ImGuiDir_None;
3733
3
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3734
3
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3735
3
    LastFrameActive = -1;
3736
3
    LastFrameJustFocused = -1;
3737
3
    LastTimeActive = -1.0f;
3738
3
    FontWindowScale = FontDpiScale = 1.0f;
3739
3
    SettingsOffset = -1;
3740
3
    DockOrder = -1;
3741
3
    DrawList = &DrawListInst;
3742
3
    DrawList->_Data = &Ctx->DrawListSharedData;
3743
3
    DrawList->_OwnerName = Name;
3744
3
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3745
3
}
3746
3747
ImGuiWindow::~ImGuiWindow()
3748
0
{
3749
0
    IM_ASSERT(DrawList == &DrawListInst);
3750
0
    IM_DELETE(Name);
3751
0
    ColumnsStorage.clear_destruct();
3752
0
}
3753
3754
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3755
173k
{
3756
173k
    ImGuiID seed = IDStack.back();
3757
173k
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3758
173k
    ImGuiContext& g = *Ctx;
3759
173k
    if (g.DebugHookIdInfo == id)
3760
1
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3761
173k
    return id;
3762
173k
}
3763
3764
ImGuiID ImGuiWindow::GetID(const void* ptr)
3765
0
{
3766
0
    ImGuiID seed = IDStack.back();
3767
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3768
0
    ImGuiContext& g = *Ctx;
3769
0
    if (g.DebugHookIdInfo == id)
3770
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3771
0
    return id;
3772
0
}
3773
3774
ImGuiID ImGuiWindow::GetID(int n)
3775
28.8k
{
3776
28.8k
    ImGuiID seed = IDStack.back();
3777
28.8k
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3778
28.8k
    ImGuiContext& g = *Ctx;
3779
28.8k
    if (g.DebugHookIdInfo == id)
3780
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3781
28.8k
    return id;
3782
28.8k
}
3783
3784
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3785
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3786
0
{
3787
0
    ImGuiID seed = IDStack.back();
3788
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3789
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3790
0
    return id;
3791
0
}
3792
3793
static void SetCurrentWindow(ImGuiWindow* window)
3794
172k
{
3795
172k
    ImGuiContext& g = *GImGui;
3796
172k
    g.CurrentWindow = window;
3797
172k
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3798
172k
    if (window)
3799
144k
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3800
172k
}
3801
3802
void ImGui::GcCompactTransientMiscBuffers()
3803
0
{
3804
0
    ImGuiContext& g = *GImGui;
3805
0
    g.ItemFlagsStack.clear();
3806
0
    g.GroupStack.clear();
3807
0
    TableGcCompactSettings();
3808
0
}
3809
3810
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3811
// Not freed:
3812
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3813
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3814
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3815
0
{
3816
0
    window->MemoryCompacted = true;
3817
0
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3818
0
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3819
0
    window->IDStack.clear();
3820
0
    window->DrawList->_ClearFreeMemory();
3821
0
    window->DC.ChildWindows.clear();
3822
0
    window->DC.ItemWidthStack.clear();
3823
0
    window->DC.TextWrapPosStack.clear();
3824
0
}
3825
3826
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3827
0
{
3828
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3829
    // The other buffers tends to amortize much faster.
3830
0
    window->MemoryCompacted = false;
3831
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3832
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3833
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3834
0
}
3835
3836
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3837
132
{
3838
132
    ImGuiContext& g = *GImGui;
3839
3840
    // While most behaved code would make an effort to not steal active id during window move/drag operations,
3841
    // we at least need to be resilient to it. Cancelling the move is rather aggressive and users of 'master' branch
3842
    // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3843
132
    if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3844
0
    {
3845
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3846
0
        g.MovingWindow = NULL;
3847
0
    }
3848
3849
    // Set active id
3850
132
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3851
132
    if (g.ActiveIdIsJustActivated)
3852
37
    {
3853
37
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3854
37
        g.ActiveIdTimer = 0.0f;
3855
37
        g.ActiveIdHasBeenPressedBefore = false;
3856
37
        g.ActiveIdHasBeenEditedBefore = false;
3857
37
        g.ActiveIdMouseButton = -1;
3858
37
        if (id != 0)
3859
20
        {
3860
20
            g.LastActiveId = id;
3861
20
            g.LastActiveIdTimer = 0.0f;
3862
20
        }
3863
37
    }
3864
132
    g.ActiveId = id;
3865
132
    g.ActiveIdAllowOverlap = false;
3866
132
    g.ActiveIdNoClearOnFocusLoss = false;
3867
132
    g.ActiveIdWindow = window;
3868
132
    g.ActiveIdHasBeenEditedThisFrame = false;
3869
132
    if (id)
3870
20
    {
3871
20
        g.ActiveIdIsAlive = id;
3872
20
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
3873
20
    }
3874
3875
    // Clear declaration of inputs claimed by the widget
3876
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
3877
132
    g.ActiveIdUsingNavDirMask = 0x00;
3878
132
    g.ActiveIdUsingAllKeyboardKeys = false;
3879
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
3880
    g.ActiveIdUsingNavInputMask = 0x00;
3881
#endif
3882
132
}
3883
3884
void ImGui::ClearActiveID()
3885
112
{
3886
112
    SetActiveID(0, NULL); // g.ActiveId = 0;
3887
112
}
3888
3889
void ImGui::SetHoveredID(ImGuiID id)
3890
817
{
3891
817
    ImGuiContext& g = *GImGui;
3892
817
    g.HoveredId = id;
3893
817
    g.HoveredIdAllowOverlap = false;
3894
817
    if (id != 0 && g.HoveredIdPreviousFrame != id)
3895
193
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
3896
817
}
3897
3898
ImGuiID ImGui::GetHoveredID()
3899
0
{
3900
0
    ImGuiContext& g = *GImGui;
3901
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
3902
0
}
3903
3904
// This is called by ItemAdd().
3905
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
3906
void ImGui::KeepAliveID(ImGuiID id)
3907
144k
{
3908
144k
    ImGuiContext& g = *GImGui;
3909
144k
    if (g.ActiveId == id)
3910
42
        g.ActiveIdIsAlive = id;
3911
144k
    if (g.ActiveIdPreviousFrame == id)
3912
39
        g.ActiveIdPreviousFrameIsAlive = true;
3913
144k
}
3914
3915
void ImGui::MarkItemEdited(ImGuiID id)
3916
0
{
3917
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
3918
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
3919
0
    ImGuiContext& g = *GImGui;
3920
0
    IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
3921
0
    IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.
3922
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
3923
0
    g.ActiveIdHasBeenEditedThisFrame = true;
3924
0
    g.ActiveIdHasBeenEditedBefore = true;
3925
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
3926
0
}
3927
3928
static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
3929
820
{
3930
    // An active popup disable hovering on other windows (apart from its own children)
3931
    // FIXME-OPT: This could be cached/stored within the window.
3932
820
    ImGuiContext& g = *GImGui;
3933
820
    if (g.NavWindow)
3934
753
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
3935
753
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
3936
0
            {
3937
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
3938
                // NB: The 'else' is important because Modal windows are also Popups.
3939
0
                bool want_inhibit = false;
3940
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
3941
0
                    want_inhibit = true;
3942
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
3943
0
                    want_inhibit = true;
3944
3945
                // Inhibit hover unless the window is within the stack of our modal/popup
3946
0
                if (want_inhibit)
3947
0
                    if (!ImGui::IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
3948
0
                        return false;
3949
0
            }
3950
3951
    // Filter by viewport
3952
820
    if (window->Viewport != g.MouseViewport)
3953
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
3954
0
            return false;
3955
3956
820
    return true;
3957
820
}
3958
3959
// This is roughly matching the behavior of internal-facing ItemHoverable()
3960
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
3961
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
3962
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
3963
0
{
3964
0
    ImGuiContext& g = *GImGui;
3965
0
    ImGuiWindow* window = g.CurrentWindow;
3966
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
3967
0
    {
3968
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
3969
0
            return false;
3970
0
        if (!IsItemFocused())
3971
0
            return false;
3972
0
    }
3973
0
    else
3974
0
    {
3975
        // Test for bounding box overlap, as updated as ItemAdd()
3976
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
3977
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
3978
0
            return false;
3979
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
3980
3981
        // Done with rectangle culling so we can perform heavier checks now
3982
        // Test if we are hovering the right window (our window could be behind another window)
3983
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
3984
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
3985
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
3986
        // the test that has been running for a long while.
3987
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
3988
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
3989
0
                return false;
3990
3991
        // Test if another item is active (e.g. being dragged)
3992
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
3993
0
            if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap)
3994
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
3995
0
                    return false;
3996
3997
        // Test if interactions on this window are blocked by an active popup or modal.
3998
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
3999
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4000
0
            return false;
4001
4002
        // Test if the item is disabled
4003
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4004
0
            return false;
4005
4006
        // Special handling for calling after Begin() which represent the title bar or tab.
4007
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4008
        // will never be overwritten so we need to detect the case.
4009
0
        if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
4010
0
            return false;
4011
0
    }
4012
4013
    // Handle hover delay
4014
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4015
0
    float delay;
4016
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4017
0
        delay = g.IO.HoverDelayNormal;
4018
0
    else if (flags & ImGuiHoveredFlags_DelayShort)
4019
0
        delay = g.IO.HoverDelayShort;
4020
0
    else
4021
0
        delay = 0.0f;
4022
0
    if (delay > 0.0f)
4023
0
    {
4024
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4025
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverDelayIdPreviousFrame != hover_delay_id))
4026
0
            g.HoverDelayTimer = 0.0f;
4027
0
        g.HoverDelayId = hover_delay_id;
4028
0
        return g.HoverDelayTimer >= delay;
4029
0
    }
4030
4031
0
    return true;
4032
0
}
4033
4034
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4035
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
4036
116k
{
4037
116k
    ImGuiContext& g = *GImGui;
4038
116k
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4039
765
        return false;
4040
4041
115k
    ImGuiWindow* window = g.CurrentWindow;
4042
115k
    if (g.HoveredWindow != window)
4043
113k
        return false;
4044
2.15k
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4045
33
        return false;
4046
2.12k
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4047
1.30k
        return false;
4048
4049
    // Done with rectangle culling so we can perform heavier checks now.
4050
817
    ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
4051
817
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4052
0
    {
4053
0
        g.HoveredIdDisabled = true;
4054
0
        return false;
4055
0
    }
4056
4057
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4058
    // hover test in widgets code. We could also decide to split this function is two.
4059
817
    if (id != 0)
4060
817
        SetHoveredID(id);
4061
4062
    // When disabled we'll return false but still set HoveredId
4063
817
    if (item_flags & ImGuiItemFlags_Disabled)
4064
0
    {
4065
        // Release active id if turning disabled
4066
0
        if (g.ActiveId == id)
4067
0
            ClearActiveID();
4068
0
        g.HoveredIdDisabled = true;
4069
0
        return false;
4070
0
    }
4071
4072
817
    if (id != 0)
4073
817
    {
4074
        // [DEBUG] Item Picker tool!
4075
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4076
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4077
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4078
817
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4079
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4080
817
        if (g.DebugItemPickerBreakId == id)
4081
0
            IM_DEBUG_BREAK();
4082
817
    }
4083
4084
817
    if (g.NavDisableMouseHover)
4085
5
        return false;
4086
4087
812
    return true;
4088
817
}
4089
4090
// FIXME: This is inlined/duplicated in ItemAdd()
4091
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4092
0
{
4093
0
    ImGuiContext& g = *GImGui;
4094
0
    ImGuiWindow* window = g.CurrentWindow;
4095
0
    if (!bb.Overlaps(window->ClipRect))
4096
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4097
0
            if (!g.LogEnabled)
4098
0
                return true;
4099
0
    return false;
4100
0
}
4101
4102
// This is also inlined in ItemAdd()
4103
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4104
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4105
86.4k
{
4106
86.4k
    ImGuiContext& g = *GImGui;
4107
86.4k
    g.LastItemData.ID = item_id;
4108
86.4k
    g.LastItemData.InFlags = in_flags;
4109
86.4k
    g.LastItemData.StatusFlags = item_flags;
4110
86.4k
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4111
86.4k
}
4112
4113
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4114
0
{
4115
0
    if (wrap_pos_x < 0.0f)
4116
0
        return 0.0f;
4117
4118
0
    ImGuiContext& g = *GImGui;
4119
0
    ImGuiWindow* window = g.CurrentWindow;
4120
0
    if (wrap_pos_x == 0.0f)
4121
0
    {
4122
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4123
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4124
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4125
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4126
        //else
4127
0
        wrap_pos_x = window->WorkRect.Max.x;
4128
0
    }
4129
0
    else if (wrap_pos_x > 0.0f)
4130
0
    {
4131
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4132
0
    }
4133
4134
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4135
0
}
4136
4137
// IM_ALLOC() == ImGui::MemAlloc()
4138
void* ImGui::MemAlloc(size_t size)
4139
1.22k
{
4140
1.22k
    if (ImGuiContext* ctx = GImGui)
4141
1.22k
        ctx->IO.MetricsActiveAllocations++;
4142
1.22k
    return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4143
1.22k
}
4144
4145
// IM_FREE() == ImGui::MemFree()
4146
void ImGui::MemFree(void* ptr)
4147
1.17k
{
4148
1.17k
    if (ptr)
4149
1.16k
        if (ImGuiContext* ctx = GImGui)
4150
1.16k
            ctx->IO.MetricsActiveAllocations--;
4151
1.17k
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4152
1.17k
}
4153
4154
const char* ImGui::GetClipboardText()
4155
0
{
4156
0
    ImGuiContext& g = *GImGui;
4157
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4158
0
}
4159
4160
void ImGui::SetClipboardText(const char* text)
4161
0
{
4162
0
    ImGuiContext& g = *GImGui;
4163
0
    if (g.IO.SetClipboardTextFn)
4164
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4165
0
}
4166
4167
const char* ImGui::GetVersion()
4168
0
{
4169
0
    return IMGUI_VERSION;
4170
0
}
4171
4172
ImGuiIO& ImGui::GetIO()
4173
115k
{
4174
115k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4175
115k
    return GImGui->IO;
4176
115k
}
4177
4178
ImGuiPlatformIO& ImGui::GetPlatformIO()
4179
0
{
4180
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4181
0
    return GImGui->PlatformIO;
4182
0
}
4183
4184
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4185
ImDrawData* ImGui::GetDrawData()
4186
28.8k
{
4187
28.8k
    ImGuiContext& g = *GImGui;
4188
28.8k
    ImGuiViewportP* viewport = g.Viewports[0];
4189
28.8k
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4190
28.8k
}
4191
4192
double ImGui::GetTime()
4193
2
{
4194
2
    return GImGui->Time;
4195
2
}
4196
4197
int ImGui::GetFrameCount()
4198
0
{
4199
0
    return GImGui->FrameCount;
4200
0
}
4201
4202
static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4203
0
{
4204
    // Create the draw list on demand, because they are not frequently used for all viewports
4205
0
    ImGuiContext& g = *GImGui;
4206
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
4207
0
    ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
4208
0
    if (draw_list == NULL)
4209
0
    {
4210
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4211
0
        draw_list->_OwnerName = drawlist_name;
4212
0
        viewport->DrawLists[drawlist_no] = draw_list;
4213
0
    }
4214
4215
    // Our ImDrawList system requires that there is always a command
4216
0
    if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount)
4217
0
    {
4218
0
        draw_list->_ResetForNewFrame();
4219
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4220
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4221
0
        viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount;
4222
0
    }
4223
0
    return draw_list;
4224
0
}
4225
4226
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4227
0
{
4228
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4229
0
}
4230
4231
ImDrawList* ImGui::GetBackgroundDrawList()
4232
0
{
4233
0
    ImGuiContext& g = *GImGui;
4234
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4235
0
}
4236
4237
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4238
0
{
4239
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4240
0
}
4241
4242
ImDrawList* ImGui::GetForegroundDrawList()
4243
0
{
4244
0
    ImGuiContext& g = *GImGui;
4245
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4246
0
}
4247
4248
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4249
0
{
4250
0
    return &GImGui->DrawListSharedData;
4251
0
}
4252
4253
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4254
3
{
4255
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4256
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4257
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4258
3
    ImGuiContext& g = *GImGui;
4259
3
    FocusWindow(window);
4260
3
    SetActiveID(window->MoveId, window);
4261
3
    g.NavDisableHighlight = true;
4262
3
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4263
3
    g.ActiveIdNoClearOnFocusLoss = true;
4264
3
    SetActiveIdUsingAllKeyboardKeys();
4265
4266
3
    bool can_move_window = true;
4267
3
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4268
0
        can_move_window = false;
4269
3
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4270
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4271
0
            can_move_window = false;
4272
3
    if (can_move_window)
4273
3
        g.MovingWindow = window;
4274
3
}
4275
4276
// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4277
// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node.
4278
// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window.
4279
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node)
4280
3
{
4281
3
    ImGuiContext& g = *GImGui;
4282
3
    bool can_undock_node = false;
4283
3
    if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0)
4284
0
    {
4285
        // Can undock if:
4286
        // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy)
4287
        // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows)
4288
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4289
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4290
0
            if (undock_floating_node || root_node->IsDockSpace())
4291
0
                can_undock_node = true;
4292
0
    }
4293
4294
3
    const bool clicked = IsMouseClicked(0);
4295
3
    const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f);
4296
3
    if (can_undock_node && dragging)
4297
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4298
3
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4299
3
        StartMouseMovingWindow(window);
4300
3
}
4301
4302
// Handle mouse moving window
4303
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4304
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4305
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4306
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4307
void ImGui::UpdateMouseMovingWindowNewFrame()
4308
28.8k
{
4309
28.8k
    ImGuiContext& g = *GImGui;
4310
28.8k
    if (g.MovingWindow != NULL)
4311
18
    {
4312
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4313
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4314
18
        KeepAliveID(g.ActiveId);
4315
18
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4316
18
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4317
4318
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4319
18
        const bool window_disappared = ((!moving_window->WasActive && !moving_window->Active) || moving_window->Viewport == NULL);
4320
18
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4321
15
        {
4322
15
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4323
15
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4324
8
            {
4325
8
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4326
8
                if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4327
0
                {
4328
0
                    moving_window->Viewport->Pos = pos;
4329
0
                    moving_window->Viewport->UpdateWorkRect();
4330
0
                }
4331
8
            }
4332
15
            FocusWindow(g.MovingWindow);
4333
15
        }
4334
3
        else
4335
3
        {
4336
3
            if (!window_disappared)
4337
3
            {
4338
                // Try to merge the window back into the main viewport.
4339
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4340
3
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4341
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4342
4343
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4344
3
                if (!IsDragDropPayloadBeingAccepted())
4345
3
                    g.MouseViewport = moving_window->Viewport;
4346
4347
                // Clear the NoInput window flag set by the Viewport system
4348
3
                moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL.
4349
3
            }
4350
4351
3
            g.MovingWindow = NULL;
4352
3
            ClearActiveID();
4353
3
        }
4354
18
    }
4355
28.7k
    else
4356
28.7k
    {
4357
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4358
28.7k
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4359
0
        {
4360
0
            KeepAliveID(g.ActiveId);
4361
0
            if (!g.IO.MouseDown[0])
4362
0
                ClearActiveID();
4363
0
        }
4364
28.7k
    }
4365
28.8k
}
4366
4367
// Initiate moving window when clicking on empty space or title bar.
4368
// Handle left-click and right-click focus.
4369
void ImGui::UpdateMouseMovingWindowEndFrame()
4370
28.8k
{
4371
28.8k
    ImGuiContext& g = *GImGui;
4372
28.8k
    if (g.ActiveId != 0 || g.HoveredId != 0)
4373
835
        return;
4374
4375
    // Unless we just made a window/popup appear
4376
27.9k
    if (g.NavWindow && g.NavWindow->Appearing)
4377
1
        return;
4378
4379
    // Click on empty space to focus window and start moving
4380
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4381
27.9k
    if (g.IO.MouseClicked[0])
4382
691
    {
4383
        // Handle the edge case of a popup being closed while clicking in its empty space.
4384
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4385
691
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4386
691
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4387
4388
691
        if (root_window != NULL && !is_closed_popup)
4389
0
        {
4390
0
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4391
4392
            // Cancel moving if clicked outside of title bar
4393
0
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4394
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4395
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4396
0
                        g.MovingWindow = NULL;
4397
4398
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4399
0
            if (g.HoveredIdDisabled)
4400
0
                g.MovingWindow = NULL;
4401
0
        }
4402
691
        else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)
4403
520
        {
4404
            // Clicking on void disable focus
4405
520
            FocusWindow(NULL);
4406
520
        }
4407
691
    }
4408
4409
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4410
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4411
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4412
27.9k
    if (g.IO.MouseClicked[1])
4413
198
    {
4414
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4415
        // This is where we can trim the popup stack.
4416
198
        ImGuiWindow* modal = GetTopMostPopupModal();
4417
198
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4418
198
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4419
198
    }
4420
27.9k
}
4421
4422
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4423
// Need to keep in sync with SetWindowPos()
4424
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4425
0
{
4426
0
    window->Pos += delta;
4427
0
    window->ClipRect.Translate(delta);
4428
0
    window->OuterRectClipped.Translate(delta);
4429
0
    window->InnerRect.Translate(delta);
4430
0
    window->DC.CursorPos += delta;
4431
0
    window->DC.CursorStartPos += delta;
4432
0
    window->DC.CursorMaxPos += delta;
4433
0
    window->DC.IdealMaxPos += delta;
4434
0
}
4435
4436
static void ScaleWindow(ImGuiWindow* window, float scale)
4437
0
{
4438
0
    ImVec2 origin = window->Viewport->Pos;
4439
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4440
0
    window->Size = ImFloor(window->Size * scale);
4441
0
    window->SizeFull = ImFloor(window->SizeFull * scale);
4442
0
    window->ContentSize = ImFloor(window->ContentSize * scale);
4443
0
}
4444
4445
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4446
115k
{
4447
115k
    return (window->Active) && (!window->Hidden);
4448
115k
}
4449
4450
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4451
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4452
28.8k
{
4453
28.8k
    ImGuiContext& g = *GImGui;
4454
28.8k
    ImGuiIO& io = g.IO;
4455
28.8k
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4456
4457
    // Find the window hovered by mouse:
4458
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4459
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4460
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4461
28.8k
    bool clear_hovered_windows = false;
4462
28.8k
    FindHoveredWindow();
4463
28.8k
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4464
4465
    // Modal windows prevents mouse from hovering behind them.
4466
28.8k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4467
28.8k
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4468
0
        clear_hovered_windows = true;
4469
4470
    // Disabled mouse?
4471
28.8k
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4472
0
        clear_hovered_windows = true;
4473
4474
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4475
    // won't report hovering nor request capture even while dragging over our windows afterward.
4476
28.8k
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4477
28.8k
    const bool has_open_modal = (modal_window != NULL);
4478
28.8k
    int mouse_earliest_down = -1;
4479
28.8k
    bool mouse_any_down = false;
4480
172k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4481
144k
    {
4482
144k
        if (io.MouseClicked[i])
4483
1.31k
        {
4484
1.31k
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4485
1.31k
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4486
1.31k
        }
4487
144k
        mouse_any_down |= io.MouseDown[i];
4488
144k
        if (io.MouseDown[i])
4489
6.80k
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4490
4.42k
                mouse_earliest_down = i;
4491
144k
    }
4492
28.8k
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4493
28.8k
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4494
4495
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4496
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4497
28.8k
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4498
28.8k
    if (!mouse_avail && !mouse_dragging_extern_payload)
4499
3.57k
        clear_hovered_windows = true;
4500
4501
28.8k
    if (clear_hovered_windows)
4502
3.57k
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4503
4504
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4505
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4506
28.8k
    if (g.WantCaptureMouseNextFrame != -1)
4507
0
    {
4508
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4509
0
    }
4510
28.8k
    else
4511
28.8k
    {
4512
28.8k
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4513
28.8k
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4514
28.8k
    }
4515
4516
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4517
28.8k
    if (g.WantCaptureKeyboardNextFrame != -1)
4518
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4519
28.8k
    else
4520
28.8k
        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4521
28.8k
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4522
21.8k
        io.WantCaptureKeyboard = true;
4523
4524
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4525
28.8k
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4526
28.8k
}
4527
4528
void ImGui::NewFrame()
4529
28.8k
{
4530
28.8k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4531
28.8k
    ImGuiContext& g = *GImGui;
4532
4533
    // Remove pending delete hooks before frame start.
4534
    // This deferred removal avoid issues of removal while iterating the hook vector
4535
28.8k
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4536
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4537
0
            g.Hooks.erase(&g.Hooks[n]);
4538
4539
28.8k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4540
4541
    // Check and assert for various common IO and Configuration mistakes
4542
28.8k
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4543
28.8k
    ErrorCheckNewFrameSanityChecks();
4544
28.8k
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4545
4546
    // Load settings on first frame, save settings when modified (after a delay)
4547
28.8k
    UpdateSettings();
4548
4549
28.8k
    g.Time += g.IO.DeltaTime;
4550
28.8k
    g.WithinFrameScope = true;
4551
28.8k
    g.FrameCount += 1;
4552
28.8k
    g.TooltipOverrideCount = 0;
4553
28.8k
    g.WindowsActiveCount = 0;
4554
28.8k
    g.MenusIdSubmittedThisFrame.resize(0);
4555
4556
    // Calculate frame-rate for the user, as a purely luxurious feature
4557
28.8k
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4558
28.8k
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4559
28.8k
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4560
28.8k
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4561
28.8k
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4562
4563
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4564
28.8k
    g.InputEventsTrail.resize(0);
4565
28.8k
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4566
4567
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4568
28.8k
    UpdateViewportsNewFrame();
4569
4570
    // Setup current font and draw list shared data
4571
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4572
28.8k
    g.IO.Fonts->Locked = true;
4573
28.8k
    SetCurrentFont(GetDefaultFont());
4574
28.8k
    IM_ASSERT(g.Font->IsLoaded());
4575
28.8k
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4576
57.6k
    for (int n = 0; n < g.Viewports.Size; n++)
4577
28.8k
        virtual_space.Add(g.Viewports[n]->GetMainRect());
4578
28.8k
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4579
28.8k
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4580
28.8k
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4581
28.8k
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4582
28.8k
    if (g.Style.AntiAliasedLines)
4583
28.8k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4584
28.8k
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4585
28.8k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4586
28.8k
    if (g.Style.AntiAliasedFill)
4587
28.8k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4588
28.8k
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4589
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4590
4591
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4592
57.6k
    for (int n = 0; n < g.Viewports.Size; n++)
4593
28.8k
    {
4594
28.8k
        ImGuiViewportP* viewport = g.Viewports[n];
4595
28.8k
        viewport->DrawData = NULL;
4596
28.8k
        viewport->DrawDataP.Clear();
4597
28.8k
    }
4598
4599
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4600
28.8k
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4601
18
        KeepAliveID(g.DragDropPayload.SourceId);
4602
4603
    // Update HoveredId data
4604
28.8k
    if (!g.HoveredIdPreviousFrame)
4605
27.9k
        g.HoveredIdTimer = 0.0f;
4606
28.8k
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4607
27.9k
        g.HoveredIdNotActiveTimer = 0.0f;
4608
28.8k
    if (g.HoveredId)
4609
817
        g.HoveredIdTimer += g.IO.DeltaTime;
4610
28.8k
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4611
811
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4612
28.8k
    g.HoveredIdPreviousFrame = g.HoveredId;
4613
28.8k
    g.HoveredId = 0;
4614
28.8k
    g.HoveredIdAllowOverlap = false;
4615
28.8k
    g.HoveredIdDisabled = false;
4616
4617
    // Clear ActiveID if the item is not alive anymore.
4618
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4619
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4620
28.8k
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4621
0
    {
4622
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4623
0
        ClearActiveID();
4624
0
    }
4625
4626
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4627
28.8k
    if (g.ActiveId)
4628
24
        g.ActiveIdTimer += g.IO.DeltaTime;
4629
28.8k
    g.LastActiveIdTimer += g.IO.DeltaTime;
4630
28.8k
    g.ActiveIdPreviousFrame = g.ActiveId;
4631
28.8k
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4632
28.8k
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4633
28.8k
    g.ActiveIdIsAlive = 0;
4634
28.8k
    g.ActiveIdHasBeenEditedThisFrame = false;
4635
28.8k
    g.ActiveIdPreviousFrameIsAlive = false;
4636
28.8k
    g.ActiveIdIsJustActivated = false;
4637
28.8k
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4638
0
        g.TempInputId = 0;
4639
28.8k
    if (g.ActiveId == 0)
4640
28.7k
    {
4641
28.7k
        g.ActiveIdUsingNavDirMask = 0x00;
4642
28.7k
        g.ActiveIdUsingAllKeyboardKeys = false;
4643
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4644
        g.ActiveIdUsingNavInputMask = 0x00;
4645
#endif
4646
28.7k
    }
4647
4648
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4649
    if (g.ActiveId == 0)
4650
        g.ActiveIdUsingNavInputMask = 0;
4651
    else if (g.ActiveIdUsingNavInputMask != 0)
4652
    {
4653
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4654
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4655
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4656
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4657
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4658
            IM_ASSERT(0); // Other values unsupported
4659
    }
4660
#endif
4661
4662
    // Update hover delay for IsItemHovered() with delays and tooltips
4663
28.8k
    g.HoverDelayIdPreviousFrame = g.HoverDelayId;
4664
28.8k
    if (g.HoverDelayId != 0)
4665
0
    {
4666
        //if (g.IO.MouseDelta.x == 0.0f && g.IO.MouseDelta.y == 0.0f) // Need design/flags
4667
0
        g.HoverDelayTimer += g.IO.DeltaTime;
4668
0
        g.HoverDelayClearTimer = 0.0f;
4669
0
        g.HoverDelayId = 0;
4670
0
    }
4671
28.8k
    else if (g.HoverDelayTimer > 0.0f)
4672
0
    {
4673
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4674
0
        g.HoverDelayClearTimer += g.IO.DeltaTime;
4675
0
        if (g.HoverDelayClearTimer >= ImMax(0.20f, g.IO.DeltaTime * 2.0f)) // ~6 frames at 30 Hz + allow for low framerate
4676
0
            g.HoverDelayTimer = g.HoverDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4677
0
    }
4678
4679
    // Drag and drop
4680
28.8k
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4681
28.8k
    g.DragDropAcceptIdCurr = 0;
4682
28.8k
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4683
28.8k
    g.DragDropWithinSource = false;
4684
28.8k
    g.DragDropWithinTarget = false;
4685
28.8k
    g.DragDropHoldJustPressedId = 0;
4686
4687
    // Close popups on focus lost (currently wip/opt-in)
4688
    //if (g.IO.AppFocusLost)
4689
    //    ClosePopupsExceptModals();
4690
4691
    // Update keyboard input state
4692
28.8k
    UpdateKeyboardInputs();
4693
4694
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4695
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4696
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4697
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4698
4699
    // Update gamepad/keyboard navigation
4700
28.8k
    NavUpdate();
4701
4702
    // Update mouse input state
4703
28.8k
    UpdateMouseInputs();
4704
4705
    // Undocking
4706
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4707
28.8k
    DockContextNewFrameUpdateUndocking(&g);
4708
4709
    // Find hovered window
4710
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4711
28.8k
    UpdateHoveredWindowAndCaptureFlags();
4712
4713
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4714
28.8k
    UpdateMouseMovingWindowNewFrame();
4715
4716
    // Background darkening/whitening
4717
28.8k
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4718
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4719
28.8k
    else
4720
28.8k
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4721
4722
28.8k
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4723
28.8k
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4724
4725
    // Platform IME data: reset for the frame
4726
28.8k
    g.PlatformImeDataPrev = g.PlatformImeData;
4727
28.8k
    g.PlatformImeData.WantVisible = false;
4728
4729
    // Mouse wheel scrolling, scale
4730
28.8k
    UpdateMouseWheel();
4731
4732
    // Mark all windows as not visible and compact unused memory.
4733
28.8k
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4734
28.8k
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4735
115k
    for (int i = 0; i != g.Windows.Size; i++)
4736
86.4k
    {
4737
86.4k
        ImGuiWindow* window = g.Windows[i];
4738
86.4k
        window->WasActive = window->Active;
4739
86.4k
        window->Active = false;
4740
86.4k
        window->WriteAccessed = false;
4741
86.4k
        window->BeginCountPreviousFrame = window->BeginCount;
4742
86.4k
        window->BeginCount = 0;
4743
4744
        // Garbage collect transient buffers of recently unused windows
4745
86.4k
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4746
0
            GcCompactTransientWindowBuffers(window);
4747
86.4k
    }
4748
4749
    // Garbage collect transient buffers of recently unused tables
4750
28.8k
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4751
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4752
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4753
28.8k
    for (int i = 0; i < g.TablesTempData.Size; i++)
4754
0
        if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time)
4755
0
            TableGcCompactTransientBuffers(&g.TablesTempData[i]);
4756
28.8k
    if (g.GcCompactAll)
4757
0
        GcCompactTransientMiscBuffers();
4758
28.8k
    g.GcCompactAll = false;
4759
4760
    // Closing the focused window restore focus to the first active root window in descending z-order
4761
28.8k
    if (g.NavWindow && !g.NavWindow->WasActive)
4762
0
        FocusTopMostWindowUnderOne(NULL, NULL);
4763
4764
    // No window should be open at the beginning of the frame.
4765
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4766
28.8k
    g.CurrentWindowStack.resize(0);
4767
28.8k
    g.BeginPopupStack.resize(0);
4768
28.8k
    g.ItemFlagsStack.resize(0);
4769
28.8k
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4770
28.8k
    g.GroupStack.resize(0);
4771
4772
    // Docking
4773
28.8k
    DockContextNewFrameUpdateDocking(&g);
4774
4775
    // [DEBUG] Update debug features
4776
28.8k
    UpdateDebugToolItemPicker();
4777
28.8k
    UpdateDebugToolStackQueries();
4778
28.8k
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
4779
0
        g.DebugLocateId = 0;
4780
28.8k
    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
4781
0
    {
4782
0
        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
4783
0
        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
4784
0
    }
4785
4786
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
4787
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
4788
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
4789
28.8k
    g.WithinFrameScopeWithImplicitWindow = true;
4790
28.8k
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
4791
28.8k
    Begin("Debug##Default");
4792
28.8k
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
4793
4794
28.8k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
4795
28.8k
}
4796
4797
// FIXME: Add a more explicit sort order in the window structure.
4798
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
4799
0
{
4800
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
4801
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
4802
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
4803
0
        return d;
4804
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
4805
0
        return d;
4806
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
4807
0
}
4808
4809
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
4810
86.4k
{
4811
86.4k
    out_sorted_windows->push_back(window);
4812
86.4k
    if (window->Active)
4813
57.6k
    {
4814
57.6k
        int count = window->DC.ChildWindows.Size;
4815
57.6k
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
4816
86.4k
        for (int i = 0; i < count; i++)
4817
28.8k
        {
4818
28.8k
            ImGuiWindow* child = window->DC.ChildWindows[i];
4819
28.8k
            if (child->Active)
4820
28.8k
                AddWindowToSortBuffer(out_sorted_windows, child);
4821
28.8k
        }
4822
57.6k
    }
4823
86.4k
}
4824
4825
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
4826
51.4k
{
4827
51.4k
    if (draw_list->CmdBuffer.Size == 0)
4828
0
        return;
4829
51.4k
    if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
4830
840
        return;
4831
4832
    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
4833
    // May trigger for you if you are using PrimXXX functions incorrectly.
4834
50.6k
    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
4835
50.6k
    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
4836
50.6k
    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
4837
50.6k
        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
4838
4839
    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
4840
    // If this assert triggers because you are drawing lots of stuff manually:
4841
    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
4842
    //   Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
4843
    // - If you want large meshes with more than 64K vertices, you can either:
4844
    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
4845
    //       Most example backends already support this from 1.71. Pre-1.71 backends won't.
4846
    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
4847
    //   (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
4848
    //       Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
4849
    //         glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
4850
    //       Your own engine or render API may use different parameters or function calls to specify index sizes.
4851
    //       2 and 4 bytes indices are generally supported by most graphics API.
4852
    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
4853
    //   the 64K limit to split your draw commands in multiple draw lists.
4854
50.6k
    if (sizeof(ImDrawIdx) == 2)
4855
50.6k
        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
4856
4857
50.6k
    out_list->push_back(draw_list);
4858
50.6k
}
4859
4860
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
4861
51.4k
{
4862
51.4k
    ImGuiContext& g = *GImGui;
4863
51.4k
    ImGuiViewportP* viewport = window->Viewport;
4864
51.4k
    g.IO.MetricsRenderWindows++;
4865
51.4k
    if (window->Flags & ImGuiWindowFlags_DockNodeHost)
4866
0
        window->DrawList->ChannelsMerge();
4867
51.4k
    AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
4868
80.2k
    for (int i = 0; i < window->DC.ChildWindows.Size; i++)
4869
28.8k
    {
4870
28.8k
        ImGuiWindow* child = window->DC.ChildWindows[i];
4871
28.8k
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
4872
22.6k
            AddWindowToDrawData(child, layer);
4873
28.8k
    }
4874
51.4k
}
4875
4876
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
4877
28.8k
{
4878
28.8k
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
4879
28.8k
}
4880
4881
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
4882
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
4883
28.8k
{
4884
28.8k
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
4885
28.8k
}
4886
4887
void ImDrawDataBuilder::FlattenIntoSingleLayer()
4888
28.8k
{
4889
28.8k
    int n = Layers[0].Size;
4890
28.8k
    int size = n;
4891
57.6k
    for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
4892
28.8k
        size += Layers[i].Size;
4893
28.8k
    Layers[0].resize(size);
4894
57.6k
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
4895
28.8k
    {
4896
28.8k
        ImVector<ImDrawList*>& layer = Layers[layer_n];
4897
28.8k
        if (layer.empty())
4898
28.8k
            continue;
4899
0
        memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
4900
0
        n += layer.Size;
4901
0
        layer.resize(0);
4902
0
    }
4903
28.8k
}
4904
4905
static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
4906
28.8k
{
4907
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
4908
    // and to allow applications/backends to easily skip rendering.
4909
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
4910
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
4911
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
4912
28.8k
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_Minimized) != 0;
4913
4914
28.8k
    ImGuiIO& io = ImGui::GetIO();
4915
28.8k
    ImDrawData* draw_data = &viewport->DrawDataP;
4916
28.8k
    viewport->DrawData = draw_data; // Make publicly accessible
4917
28.8k
    draw_data->Valid = true;
4918
28.8k
    draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
4919
28.8k
    draw_data->CmdListsCount = draw_lists->Size;
4920
28.8k
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
4921
28.8k
    draw_data->DisplayPos = viewport->Pos;
4922
28.8k
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
4923
28.8k
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
4924
28.8k
    draw_data->OwnerViewport = viewport;
4925
79.4k
    for (int n = 0; n < draw_lists->Size; n++)
4926
50.6k
    {
4927
50.6k
        ImDrawList* draw_list = draw_lists->Data[n];
4928
50.6k
        draw_list->_PopUnusedDrawCmd();
4929
50.6k
        draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
4930
50.6k
        draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
4931
50.6k
    }
4932
28.8k
}
4933
4934
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
4935
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
4936
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
4937
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
4938
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
4939
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
4940
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
4941
172k
{
4942
172k
    ImGuiWindow* window = GetCurrentWindow();
4943
172k
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
4944
172k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
4945
172k
}
4946
4947
void ImGui::PopClipRect()
4948
86.4k
{
4949
86.4k
    ImGuiWindow* window = GetCurrentWindow();
4950
86.4k
    window->DrawList->PopClipRect();
4951
86.4k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
4952
86.4k
}
4953
4954
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
4955
0
{
4956
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
4957
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
4958
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
4959
0
    return window;
4960
0
}
4961
4962
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
4963
0
{
4964
0
    if ((col & IM_COL32_A_MASK) == 0)
4965
0
        return;
4966
4967
0
    ImGuiViewportP* viewport = window->Viewport;
4968
0
    ImRect viewport_rect = viewport->GetMainRect();
4969
4970
    // Draw behind window by moving the draw command at the FRONT of the draw list
4971
0
    {
4972
        // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,
4973
        // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
4974
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
4975
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
4976
0
        if (draw_list->CmdBuffer.Size == 0)
4977
0
            draw_list->AddDrawCmd();
4978
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged
4979
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
4980
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
4981
0
        IM_ASSERT(cmd.ElemCount == 6);
4982
0
        draw_list->CmdBuffer.pop_back();
4983
0
        draw_list->CmdBuffer.push_front(cmd);
4984
0
        draw_list->PopClipRect();
4985
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
4986
0
    }
4987
4988
    // Draw over sibling docking nodes in a same docking tree
4989
0
    if (window->RootWindow->DockIsActive)
4990
0
    {
4991
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
4992
0
        if (draw_list->CmdBuffer.Size == 0)
4993
0
            draw_list->AddDrawCmd();
4994
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
4995
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
4996
0
        draw_list->PopClipRect();
4997
0
    }
4998
0
}
4999
5000
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5001
0
{
5002
0
    ImGuiContext& g = *GImGui;
5003
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5004
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5005
0
    {
5006
0
        ImGuiWindow* window = g.Windows[i];
5007
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5008
0
            continue;
5009
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5010
0
            break;
5011
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5012
0
            bottom_most_visible_window = window;
5013
0
    }
5014
0
    return bottom_most_visible_window;
5015
0
}
5016
5017
static void ImGui::RenderDimmedBackgrounds()
5018
28.8k
{
5019
28.8k
    ImGuiContext& g = *GImGui;
5020
28.8k
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5021
28.8k
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5022
28.8k
        return;
5023
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5024
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5025
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5026
0
        return;
5027
5028
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5029
0
    if (dim_bg_for_modal)
5030
0
    {
5031
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5032
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5033
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5034
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5035
0
    }
5036
0
    else if (dim_bg_for_window_list)
5037
0
    {
5038
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5039
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5040
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5041
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5042
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5043
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5044
5045
        // Draw border around CTRL+Tab target window
5046
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5047
0
        ImGuiViewport* viewport = window->Viewport;
5048
0
        float distance = g.FontSize;
5049
0
        ImRect bb = window->Rect();
5050
0
        bb.Expand(distance);
5051
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5052
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5053
0
        if (window->DrawList->CmdBuffer.Size == 0)
5054
0
            window->DrawList->AddDrawCmd();
5055
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5056
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5057
0
        window->DrawList->PopClipRect();
5058
0
    }
5059
5060
    // Draw dimming background on _other_ viewports than the ones our windows are in
5061
0
    for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
5062
0
    {
5063
0
        ImGuiViewportP* viewport = g.Viewports[viewport_n];
5064
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5065
0
            continue;
5066
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5067
0
            continue;
5068
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5069
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5070
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5071
0
    }
5072
0
}
5073
5074
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5075
void ImGui::EndFrame()
5076
57.6k
{
5077
57.6k
    ImGuiContext& g = *GImGui;
5078
57.6k
    IM_ASSERT(g.Initialized);
5079
5080
    // Don't process EndFrame() multiple times.
5081
57.6k
    if (g.FrameCountEnded == g.FrameCount)
5082
28.8k
        return;
5083
28.8k
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5084
5085
28.8k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5086
5087
28.8k
    ErrorCheckEndFrameSanityChecks();
5088
5089
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5090
28.8k
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5091
28.8k
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5092
0
    {
5093
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5094
0
        IMGUI_DEBUG_LOG_IO("Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5095
0
        if (viewport == NULL)
5096
0
            viewport = GetMainViewport();
5097
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5098
        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
5099
        {
5100
            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
5101
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5102
            viewport->PlatformHandleRaw = NULL;
5103
        }
5104
        else
5105
#endif
5106
0
        {
5107
0
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5108
0
        }
5109
0
    }
5110
5111
    // Hide implicit/fallback "Debug" window if it hasn't been used
5112
28.8k
    g.WithinFrameScopeWithImplicitWindow = false;
5113
28.8k
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5114
28.8k
        g.CurrentWindow->Active = false;
5115
28.8k
    End();
5116
5117
    // Update navigation: CTRL+Tab, wrap-around requests
5118
28.8k
    NavEndFrame();
5119
5120
    // Update docking
5121
28.8k
    DockContextEndFrame(&g);
5122
5123
28.8k
    SetCurrentViewport(NULL, NULL);
5124
5125
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5126
28.8k
    if (g.DragDropActive)
5127
24
    {
5128
24
        bool is_delivered = g.DragDropPayload.Delivery;
5129
24
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5130
24
        if (is_delivered || is_elapsed)
5131
3
            ClearDragDrop();
5132
24
    }
5133
5134
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5135
28.8k
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5136
0
    {
5137
0
        g.DragDropWithinSource = true;
5138
0
        SetTooltip("...");
5139
0
        g.DragDropWithinSource = false;
5140
0
    }
5141
5142
    // End frame
5143
28.8k
    g.WithinFrameScope = false;
5144
28.8k
    g.FrameCountEnded = g.FrameCount;
5145
5146
    // Initiate moving window + handle left-click and right-click focus
5147
28.8k
    UpdateMouseMovingWindowEndFrame();
5148
5149
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5150
28.8k
    UpdateViewportsEndFrame();
5151
5152
    // Sort the window list so that all child windows are after their parent
5153
    // We cannot do that on FocusWindow() because children may not exist yet
5154
28.8k
    g.WindowsTempSortBuffer.resize(0);
5155
28.8k
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5156
115k
    for (int i = 0; i != g.Windows.Size; i++)
5157
86.4k
    {
5158
86.4k
        ImGuiWindow* window = g.Windows[i];
5159
86.4k
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5160
28.8k
            continue;
5161
57.6k
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5162
57.6k
    }
5163
5164
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5165
28.8k
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5166
28.8k
    g.Windows.swap(g.WindowsTempSortBuffer);
5167
28.8k
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5168
5169
    // Unlock font atlas
5170
28.8k
    g.IO.Fonts->Locked = false;
5171
5172
    // Clear Input data for next frame
5173
28.8k
    g.IO.AppFocusLost = false;
5174
28.8k
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5175
28.8k
    g.IO.InputQueueCharacters.resize(0);
5176
5177
28.8k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5178
28.8k
}
5179
5180
// Prepare the data for rendering so you can call GetDrawData()
5181
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5182
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5183
void ImGui::Render()
5184
28.8k
{
5185
28.8k
    ImGuiContext& g = *GImGui;
5186
28.8k
    IM_ASSERT(g.Initialized);
5187
5188
28.8k
    if (g.FrameCountEnded != g.FrameCount)
5189
28.8k
        EndFrame();
5190
28.8k
    const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount);
5191
28.8k
    g.FrameCountRendered = g.FrameCount;
5192
28.8k
    g.IO.MetricsRenderWindows = 0;
5193
5194
28.8k
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5195
5196
    // Add background ImDrawList (for each active viewport)
5197
57.6k
    for (int n = 0; n != g.Viewports.Size; n++)
5198
28.8k
    {
5199
28.8k
        ImGuiViewportP* viewport = g.Viewports[n];
5200
28.8k
        viewport->DrawDataBuilder.Clear();
5201
28.8k
        if (viewport->DrawLists[0] != NULL)
5202
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5203
28.8k
    }
5204
5205
    // Add ImDrawList to render
5206
28.8k
    ImGuiWindow* windows_to_render_top_most[2];
5207
28.8k
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5208
28.8k
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5209
115k
    for (int n = 0; n != g.Windows.Size; n++)
5210
86.4k
    {
5211
86.4k
        ImGuiWindow* window = g.Windows[n];
5212
86.4k
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5213
86.4k
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5214
28.8k
            AddRootWindowToDrawData(window);
5215
86.4k
    }
5216
86.4k
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5217
57.6k
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5218
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5219
5220
    // Draw modal/window whitening backgrounds
5221
28.8k
    if (first_render_of_frame)
5222
28.8k
        RenderDimmedBackgrounds();
5223
5224
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5225
28.8k
    if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)
5226
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5227
5228
    // Setup ImDrawData structures for end-user
5229
28.8k
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5230
57.6k
    for (int n = 0; n < g.Viewports.Size; n++)
5231
28.8k
    {
5232
28.8k
        ImGuiViewportP* viewport = g.Viewports[n];
5233
28.8k
        viewport->DrawDataBuilder.FlattenIntoSingleLayer();
5234
5235
        // Add foreground ImDrawList (for each active viewport)
5236
28.8k
        if (viewport->DrawLists[1] != NULL)
5237
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5238
5239
28.8k
        SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
5240
28.8k
        ImDrawData* draw_data = viewport->DrawData;
5241
28.8k
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5242
28.8k
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5243
28.8k
    }
5244
5245
28.8k
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5246
28.8k
}
5247
5248
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5249
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5250
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5251
57.6k
{
5252
57.6k
    ImGuiContext& g = *GImGui;
5253
5254
57.6k
    const char* text_display_end;
5255
57.6k
    if (hide_text_after_double_hash)
5256
57.6k
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5257
0
    else
5258
0
        text_display_end = text_end;
5259
5260
57.6k
    ImFont* font = g.Font;
5261
57.6k
    const float font_size = g.FontSize;
5262
57.6k
    if (text == text_display_end)
5263
0
        return ImVec2(0.0f, font_size);
5264
57.6k
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5265
5266
    // Round
5267
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5268
    // FIXME: Investigate using ceilf or e.g.
5269
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5270
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5271
57.6k
    text_size.x = IM_FLOOR(text_size.x + 0.99999f);
5272
5273
57.6k
    return text_size;
5274
57.6k
}
5275
5276
// Find window given position, search front-to-back
5277
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5278
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5279
// called, aka before the next Begin(). Moving window isn't affected.
5280
static void FindHoveredWindow()
5281
28.8k
{
5282
28.8k
    ImGuiContext& g = *GImGui;
5283
5284
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5285
28.8k
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5286
28.8k
    if (g.MovingWindow)
5287
18
        g.MovingWindow->Viewport = g.MouseViewport;
5288
5289
28.8k
    ImGuiWindow* hovered_window = NULL;
5290
28.8k
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5291
28.8k
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5292
18
        hovered_window = g.MovingWindow;
5293
5294
28.8k
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5295
28.8k
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5296
113k
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5297
85.4k
    {
5298
85.4k
        ImGuiWindow* window = g.Windows[i];
5299
85.4k
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5300
85.4k
        if (!window->Active || window->Hidden)
5301
33.9k
            continue;
5302
51.4k
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5303
0
            continue;
5304
51.4k
        IM_ASSERT(window->Viewport);
5305
51.4k
        if (window->Viewport != g.MouseViewport)
5306
0
            continue;
5307
5308
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5309
51.4k
        ImRect bb(window->OuterRectClipped);
5310
51.4k
        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))
5311
22.6k
            bb.Expand(padding_regular);
5312
28.8k
        else
5313
28.8k
            bb.Expand(padding_for_resize);
5314
51.4k
        if (!bb.Contains(g.IO.MousePos))
5315
50.4k
            continue;
5316
5317
        // Support for one rectangular hole in any given window
5318
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5319
1.00k
        if (window->HitTestHoleSize.x != 0)
5320
0
        {
5321
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5322
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5323
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5324
0
                continue;
5325
0
        }
5326
5327
1.00k
        if (hovered_window == NULL)
5328
993
            hovered_window = window;
5329
1.00k
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5330
1.00k
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5331
993
            hovered_window_ignoring_moving_window = window;
5332
1.00k
        if (hovered_window && hovered_window_ignoring_moving_window)
5333
993
            break;
5334
1.00k
    }
5335
5336
28.8k
    g.HoveredWindow = hovered_window;
5337
28.8k
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5338
5339
28.8k
    if (g.MovingWindow)
5340
18
        g.MovingWindow->Viewport = moving_window_viewport;
5341
28.8k
}
5342
5343
bool ImGui::IsItemActive()
5344
57.6k
{
5345
57.6k
    ImGuiContext& g = *GImGui;
5346
57.6k
    if (g.ActiveId)
5347
59
        return g.ActiveId == g.LastItemData.ID;
5348
57.5k
    return false;
5349
57.6k
}
5350
5351
bool ImGui::IsItemActivated()
5352
0
{
5353
0
    ImGuiContext& g = *GImGui;
5354
0
    if (g.ActiveId)
5355
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5356
0
            return true;
5357
0
    return false;
5358
0
}
5359
5360
bool ImGui::IsItemDeactivated()
5361
0
{
5362
0
    ImGuiContext& g = *GImGui;
5363
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5364
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5365
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5366
0
}
5367
5368
bool ImGui::IsItemDeactivatedAfterEdit()
5369
0
{
5370
0
    ImGuiContext& g = *GImGui;
5371
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5372
0
}
5373
5374
// == GetItemID() == GetFocusID()
5375
bool ImGui::IsItemFocused()
5376
0
{
5377
0
    ImGuiContext& g = *GImGui;
5378
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5379
0
        return false;
5380
5381
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5382
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5383
0
    ImGuiWindow* window = g.CurrentWindow;
5384
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5385
0
        return false;
5386
5387
0
    return true;
5388
0
}
5389
5390
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5391
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5392
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5393
0
{
5394
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5395
0
}
5396
5397
bool ImGui::IsItemToggledOpen()
5398
0
{
5399
0
    ImGuiContext& g = *GImGui;
5400
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5401
0
}
5402
5403
bool ImGui::IsItemToggledSelection()
5404
0
{
5405
0
    ImGuiContext& g = *GImGui;
5406
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5407
0
}
5408
5409
bool ImGui::IsAnyItemHovered()
5410
0
{
5411
0
    ImGuiContext& g = *GImGui;
5412
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5413
0
}
5414
5415
bool ImGui::IsAnyItemActive()
5416
0
{
5417
0
    ImGuiContext& g = *GImGui;
5418
0
    return g.ActiveId != 0;
5419
0
}
5420
5421
bool ImGui::IsAnyItemFocused()
5422
0
{
5423
0
    ImGuiContext& g = *GImGui;
5424
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5425
0
}
5426
5427
bool ImGui::IsItemVisible()
5428
0
{
5429
0
    ImGuiContext& g = *GImGui;
5430
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5431
0
}
5432
5433
bool ImGui::IsItemEdited()
5434
0
{
5435
0
    ImGuiContext& g = *GImGui;
5436
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5437
0
}
5438
5439
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5440
// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework.
5441
void ImGui::SetItemAllowOverlap()
5442
0
{
5443
0
    ImGuiContext& g = *GImGui;
5444
0
    ImGuiID id = g.LastItemData.ID;
5445
0
    if (g.HoveredId == id)
5446
0
        g.HoveredIdAllowOverlap = true;
5447
0
    if (g.ActiveId == id)
5448
0
        g.ActiveIdAllowOverlap = true;
5449
0
}
5450
5451
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5452
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5453
21
{
5454
21
    ImGuiContext& g = *GImGui;
5455
21
    IM_ASSERT(g.ActiveId != 0);
5456
21
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5457
21
    g.ActiveIdUsingAllKeyboardKeys = true;
5458
21
    NavMoveRequestCancel();
5459
21
}
5460
5461
ImGuiID ImGui::GetItemID()
5462
0
{
5463
0
    ImGuiContext& g = *GImGui;
5464
0
    return g.LastItemData.ID;
5465
0
}
5466
5467
ImVec2 ImGui::GetItemRectMin()
5468
0
{
5469
0
    ImGuiContext& g = *GImGui;
5470
0
    return g.LastItemData.Rect.Min;
5471
0
}
5472
5473
ImVec2 ImGui::GetItemRectMax()
5474
0
{
5475
0
    ImGuiContext& g = *GImGui;
5476
0
    return g.LastItemData.Rect.Max;
5477
0
}
5478
5479
ImVec2 ImGui::GetItemRectSize()
5480
0
{
5481
0
    ImGuiContext& g = *GImGui;
5482
0
    return g.LastItemData.Rect.GetSize();
5483
0
}
5484
5485
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
5486
28.8k
{
5487
28.8k
    ImGuiContext& g = *GImGui;
5488
28.8k
    ImGuiWindow* parent_window = g.CurrentWindow;
5489
5490
28.8k
    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking;
5491
28.8k
    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag
5492
5493
    // Size
5494
28.8k
    const ImVec2 content_avail = GetContentRegionAvail();
5495
28.8k
    ImVec2 size = ImFloor(size_arg);
5496
28.8k
    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
5497
28.8k
    if (size.x <= 0.0f)
5498
27.6k
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
5499
28.8k
    if (size.y <= 0.0f)
5500
26.9k
        size.y = ImMax(content_avail.y + size.y, 4.0f);
5501
28.8k
    SetNextWindowSize(size);
5502
5503
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5504
28.8k
    const char* temp_window_name;
5505
28.8k
    if (name)
5506
28.8k
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5507
0
    else
5508
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5509
5510
28.8k
    const float backup_border_size = g.Style.ChildBorderSize;
5511
28.8k
    if (!border)
5512
19.4k
        g.Style.ChildBorderSize = 0.0f;
5513
28.8k
    bool ret = Begin(temp_window_name, NULL, flags);
5514
28.8k
    g.Style.ChildBorderSize = backup_border_size;
5515
5516
28.8k
    ImGuiWindow* child_window = g.CurrentWindow;
5517
28.8k
    child_window->ChildId = id;
5518
28.8k
    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
5519
5520
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5521
    // While this is not really documented/defined, it seems that the expected thing to do.
5522
28.8k
    if (child_window->BeginCount == 1)
5523
28.8k
        parent_window->DC.CursorPos = child_window->Pos;
5524
5525
    // Process navigation-in immediately so NavInit can run on first frame
5526
28.8k
    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll))
5527
0
    {
5528
0
        FocusWindow(child_window);
5529
0
        NavInitWindow(child_window, false);
5530
0
        SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5531
0
        g.ActiveIdSource = ImGuiInputSource_Nav;
5532
0
    }
5533
28.8k
    return ret;
5534
28.8k
}
5535
5536
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5537
28.8k
{
5538
28.8k
    ImGuiWindow* window = GetCurrentWindow();
5539
28.8k
    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
5540
28.8k
}
5541
5542
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5543
0
{
5544
0
    IM_ASSERT(id != 0);
5545
0
    return BeginChildEx(NULL, id, size_arg, border, extra_flags);
5546
0
}
5547
5548
void ImGui::EndChild()
5549
28.8k
{
5550
28.8k
    ImGuiContext& g = *GImGui;
5551
28.8k
    ImGuiWindow* window = g.CurrentWindow;
5552
5553
28.8k
    IM_ASSERT(g.WithinEndChild == false);
5554
28.8k
    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5555
5556
28.8k
    g.WithinEndChild = true;
5557
28.8k
    if (window->BeginCount > 1)
5558
0
    {
5559
0
        End();
5560
0
    }
5561
28.8k
    else
5562
28.8k
    {
5563
28.8k
        ImVec2 sz = window->Size;
5564
28.8k
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
5565
27.6k
            sz.x = ImMax(4.0f, sz.x);
5566
28.8k
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
5567
26.9k
            sz.y = ImMax(4.0f, sz.y);
5568
28.8k
        End();
5569
5570
28.8k
        ImGuiWindow* parent_window = g.CurrentWindow;
5571
28.8k
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
5572
28.8k
        ItemSize(sz);
5573
28.8k
        if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
5574
27.9k
        {
5575
27.9k
            ItemAdd(bb, window->ChildId);
5576
27.9k
            RenderNavHighlight(bb, window->ChildId);
5577
5578
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5579
27.9k
            if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
5580
24.6k
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5581
27.9k
        }
5582
862
        else
5583
862
        {
5584
            // Not navigable into
5585
862
            ItemAdd(bb, 0);
5586
862
        }
5587
28.8k
        if (g.HoveredWindow == window)
5588
2
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5589
28.8k
    }
5590
28.8k
    g.WithinEndChild = false;
5591
28.8k
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5592
28.8k
}
5593
5594
// Helper to create a child window / scrolling region that looks like a normal widget frame.
5595
bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
5596
0
{
5597
0
    ImGuiContext& g = *GImGui;
5598
0
    const ImGuiStyle& style = g.Style;
5599
0
    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
5600
0
    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
5601
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
5602
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
5603
0
    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
5604
0
    PopStyleVar(3);
5605
0
    PopStyleColor();
5606
0
    return ret;
5607
0
}
5608
5609
void ImGui::EndChildFrame()
5610
0
{
5611
0
    EndChild();
5612
0
}
5613
5614
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5615
6
{
5616
6
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5617
6
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5618
6
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5619
6
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5620
6
}
5621
5622
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5623
86.4k
{
5624
86.4k
    ImGuiContext& g = *GImGui;
5625
86.4k
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5626
86.4k
}
5627
5628
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5629
86.4k
{
5630
86.4k
    ImGuiID id = ImHashStr(name);
5631
86.4k
    return FindWindowByID(id);
5632
86.4k
}
5633
5634
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5635
0
{
5636
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5637
0
    window->ViewportPos = main_viewport->Pos;
5638
0
    if (settings->ViewportId)
5639
0
    {
5640
0
        window->ViewportId = settings->ViewportId;
5641
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5642
0
    }
5643
0
    window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5644
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5645
0
        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
5646
0
    window->Collapsed = settings->Collapsed;
5647
0
    window->DockId = settings->DockId;
5648
0
    window->DockOrder = settings->DockOrder;
5649
0
}
5650
5651
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5652
86.4k
{
5653
86.4k
    ImGuiContext& g = *GImGui;
5654
5655
86.4k
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5656
86.4k
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5657
86.4k
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5658
2
    {
5659
2
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5660
2
        g.WindowsFocusOrder.push_back(window);
5661
2
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5662
2
    }
5663
86.4k
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5664
0
    {
5665
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5666
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5667
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5668
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5669
0
        window->FocusOrder = -1;
5670
0
    }
5671
86.4k
    window->IsExplicitChild = new_is_explicit_child;
5672
86.4k
}
5673
5674
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5675
3
{
5676
    // Initial window state with e.g. default/arbitrary window position
5677
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5678
3
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5679
3
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5680
3
    window->ViewportPos = main_viewport->Pos;
5681
3
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5682
5683
3
    if (settings != NULL)
5684
0
    {
5685
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5686
0
        ApplyWindowSettings(window, settings);
5687
0
    }
5688
3
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5689
5690
3
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5691
0
    {
5692
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5693
0
        window->AutoFitOnlyGrows = false;
5694
0
    }
5695
3
    else
5696
3
    {
5697
3
        if (window->Size.x <= 0.0f)
5698
3
            window->AutoFitFramesX = 2;
5699
3
        if (window->Size.y <= 0.0f)
5700
3
            window->AutoFitFramesY = 2;
5701
3
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5702
3
    }
5703
3
}
5704
5705
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5706
3
{
5707
    // Create window the first time
5708
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5709
3
    ImGuiContext& g = *GImGui;
5710
3
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5711
3
    window->Flags = flags;
5712
3
    g.WindowsById.SetVoidPtr(window->ID, window);
5713
5714
3
    ImGuiWindowSettings* settings = NULL;
5715
3
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5716
2
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5717
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5718
5719
3
    InitOrLoadWindowSettings(window, settings);
5720
5721
3
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5722
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5723
3
    else
5724
3
        g.Windows.push_back(window);
5725
5726
3
    return window;
5727
3
}
5728
5729
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5730
0
{
5731
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5732
0
}
5733
5734
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5735
115k
{
5736
115k
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5737
115k
}
5738
5739
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
5740
172k
{
5741
172k
    ImGuiContext& g = *GImGui;
5742
172k
    ImVec2 new_size = size_desired;
5743
172k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
5744
0
    {
5745
        // Using -1,-1 on either X/Y axis to preserve the current size.
5746
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
5747
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
5748
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
5749
0
        if (g.NextWindowData.SizeCallback)
5750
0
        {
5751
0
            ImGuiSizeCallbackData data;
5752
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
5753
0
            data.Pos = window->Pos;
5754
0
            data.CurrentSize = window->SizeFull;
5755
0
            data.DesiredSize = new_size;
5756
0
            g.NextWindowData.SizeCallback(&data);
5757
0
            new_size = data.DesiredSize;
5758
0
        }
5759
0
        new_size.x = IM_FLOOR(new_size.x);
5760
0
        new_size.y = IM_FLOOR(new_size.y);
5761
0
    }
5762
5763
    // Minimum size
5764
172k
    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
5765
115k
    {
5766
115k
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5767
115k
        new_size = ImMax(new_size, g.Style.WindowMinSize);
5768
115k
        const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f);
5769
115k
        new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows
5770
115k
    }
5771
172k
    return new_size;
5772
172k
}
5773
5774
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
5775
86.4k
{
5776
86.4k
    bool preserve_old_content_sizes = false;
5777
86.4k
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
5778
0
        preserve_old_content_sizes = true;
5779
86.4k
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
5780
6.12k
        preserve_old_content_sizes = true;
5781
86.4k
    if (preserve_old_content_sizes)
5782
6.12k
    {
5783
6.12k
        *content_size_current = window->ContentSize;
5784
6.12k
        *content_size_ideal = window->ContentSizeIdeal;
5785
6.12k
        return;
5786
6.12k
    }
5787
5788
80.2k
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
5789
80.2k
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
5790
80.2k
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
5791
80.2k
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
5792
80.2k
}
5793
5794
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
5795
86.4k
{
5796
86.4k
    ImGuiContext& g = *GImGui;
5797
86.4k
    ImGuiStyle& style = g.Style;
5798
86.4k
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
5799
86.4k
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
5800
86.4k
    ImVec2 size_pad = window->WindowPadding * 2.0f;
5801
86.4k
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
5802
86.4k
    if (window->Flags & ImGuiWindowFlags_Tooltip)
5803
0
    {
5804
        // Tooltip always resize
5805
0
        return size_desired;
5806
0
    }
5807
86.4k
    else
5808
86.4k
    {
5809
        // Maximum window size is determined by the viewport size or monitor size
5810
86.4k
        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
5811
86.4k
        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
5812
86.4k
        ImVec2 size_min = style.WindowMinSize;
5813
86.4k
        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5814
0
            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
5815
5816
86.4k
        ImVec2 avail_size = window->Viewport->WorkSize;
5817
86.4k
        if (window->ViewportOwned)
5818
0
            avail_size = ImVec2(FLT_MAX, FLT_MAX);
5819
86.4k
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
5820
86.4k
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
5821
0
            avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
5822
86.4k
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
5823
5824
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
5825
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
5826
86.4k
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5827
86.4k
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
5828
86.4k
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
5829
86.4k
        if (will_have_scrollbar_x)
5830
28.8k
            size_auto_fit.y += style.ScrollbarSize;
5831
86.4k
        if (will_have_scrollbar_y)
5832
152
            size_auto_fit.x += style.ScrollbarSize;
5833
86.4k
        return size_auto_fit;
5834
86.4k
    }
5835
86.4k
}
5836
5837
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
5838
0
{
5839
0
    ImVec2 size_contents_current;
5840
0
    ImVec2 size_contents_ideal;
5841
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
5842
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
5843
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5844
0
    return size_final;
5845
0
}
5846
5847
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
5848
86.4k
{
5849
86.4k
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
5850
0
        return ImGuiCol_PopupBg;
5851
86.4k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
5852
28.8k
        return ImGuiCol_ChildBg;
5853
57.6k
    return ImGuiCol_WindowBg;
5854
86.4k
}
5855
5856
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
5857
0
{
5858
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
5859
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
5860
0
    ImVec2 size_expected = pos_max - pos_min;
5861
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
5862
0
    *out_pos = pos_min;
5863
0
    if (corner_norm.x == 0.0f)
5864
0
        out_pos->x -= (size_constrained.x - size_expected.x);
5865
0
    if (corner_norm.y == 0.0f)
5866
0
        out_pos->y -= (size_constrained.y - size_expected.y);
5867
0
    *out_size = size_constrained;
5868
0
}
5869
5870
// Data for resizing from corner
5871
struct ImGuiResizeGripDef
5872
{
5873
    ImVec2  CornerPosN;
5874
    ImVec2  InnerDir;
5875
    int     AngleMin12, AngleMax12;
5876
};
5877
static const ImGuiResizeGripDef resize_grip_def[4] =
5878
{
5879
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
5880
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
5881
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
5882
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
5883
};
5884
5885
// Data for resizing from borders
5886
struct ImGuiResizeBorderDef
5887
{
5888
    ImVec2 InnerDir;
5889
    ImVec2 SegmentN1, SegmentN2;
5890
    float  OuterAngle;
5891
};
5892
static const ImGuiResizeBorderDef resize_border_def[4] =
5893
{
5894
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
5895
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
5896
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
5897
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
5898
};
5899
5900
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
5901
0
{
5902
0
    ImRect rect = window->Rect();
5903
0
    if (thickness == 0.0f)
5904
0
        rect.Max -= ImVec2(1, 1);
5905
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
5906
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
5907
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
5908
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
5909
0
    IM_ASSERT(0);
5910
0
    return ImRect();
5911
0
}
5912
5913
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
5914
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
5915
0
{
5916
0
    IM_ASSERT(n >= 0 && n < 4);
5917
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
5918
0
    id = ImHashStr("#RESIZE", 0, id);
5919
0
    id = ImHashData(&n, sizeof(int), id);
5920
0
    return id;
5921
0
}
5922
5923
// Borders (Left, Right, Up, Down)
5924
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
5925
0
{
5926
0
    IM_ASSERT(dir >= 0 && dir < 4);
5927
0
    int n = (int)dir + 4;
5928
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
5929
0
    id = ImHashStr("#RESIZE", 0, id);
5930
0
    id = ImHashData(&n, sizeof(int), id);
5931
0
    return id;
5932
0
}
5933
5934
// Handle resize for: Resize Grips, Borders, Gamepad
5935
// Return true when using auto-fit (double-click on resize grip)
5936
static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
5937
86.4k
{
5938
86.4k
    ImGuiContext& g = *GImGui;
5939
86.4k
    ImGuiWindowFlags flags = window->Flags;
5940
5941
86.4k
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
5942
28.8k
        return false;
5943
57.6k
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
5944
28.8k
        return false;
5945
5946
28.8k
    bool ret_auto_fit = false;
5947
28.8k
    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
5948
28.8k
    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
5949
28.8k
    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
5950
28.8k
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
5951
5952
28.8k
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
5953
28.8k
    ImVec2 size_target(FLT_MAX, FLT_MAX);
5954
5955
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
5956
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
5957
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
5958
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
5959
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
5960
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
5961
28.8k
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
5962
28.8k
    if (clip_with_viewport_rect)
5963
28.8k
        window->ClipRect = window->Viewport->GetMainRect();
5964
5965
    // Resize grips and borders are on layer 1
5966
28.8k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
5967
5968
    // Manual resize grips
5969
28.8k
    PushID("#RESIZE");
5970
57.6k
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
5971
28.8k
    {
5972
28.8k
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
5973
28.8k
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
5974
5975
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
5976
28.8k
        bool hovered, held;
5977
28.8k
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
5978
28.8k
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
5979
28.8k
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
5980
28.8k
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
5981
28.8k
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
5982
28.8k
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
5983
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
5984
28.8k
        if (hovered || held)
5985
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
5986
5987
28.8k
        if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)
5988
0
        {
5989
            // Manual auto-fit when double-clicking
5990
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5991
0
            ret_auto_fit = true;
5992
0
            ClearActiveID();
5993
0
        }
5994
28.8k
        else if (held)
5995
0
        {
5996
            // Resize from any of the four corners
5997
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
5998
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);
5999
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);
6000
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6001
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6002
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6003
0
        }
6004
6005
        // Only lower-left grip is visible before hovering/activating
6006
28.8k
        if (resize_grip_n == 0 || held || hovered)
6007
28.8k
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6008
28.8k
    }
6009
28.8k
    for (int border_n = 0; border_n < resize_border_count; border_n++)
6010
0
    {
6011
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6012
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6013
6014
0
        bool hovered, held;
6015
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6016
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6017
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6018
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6019
        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6020
0
        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
6021
0
        {
6022
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6023
0
            if (held)
6024
0
                *border_held = border_n;
6025
0
        }
6026
0
        if (held)
6027
0
        {
6028
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX);
6029
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left  ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up   ? visibility_rect.Max.y : +FLT_MAX);
6030
0
            ImVec2 border_target = window->Pos;
6031
0
            border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;
6032
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6033
0
            CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6034
0
        }
6035
0
    }
6036
28.8k
    PopID();
6037
6038
    // Restore nav layer
6039
28.8k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6040
6041
    // Navigation resize (keyboard/gamepad)
6042
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6043
    // Not even sure the callback works here.
6044
28.8k
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6045
0
    {
6046
0
        ImVec2 nav_resize_dir;
6047
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6048
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6049
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6050
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6051
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6052
0
        {
6053
0
            const float NAV_RESIZE_SPEED = 600.0f;
6054
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6055
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6056
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, visibility_rect.Min - window->Pos - window->Size); // We need Pos+Size >= visibility_rect.Min, so Size >= visibility_rect.Min - Pos, so size_delta >= visibility_rect.Min - window->Pos - window->Size
6057
0
            g.NavWindowingToggleLayer = false;
6058
0
            g.NavDisableMouseHover = true;
6059
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6060
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize);
6061
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6062
0
            {
6063
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6064
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6065
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6066
0
            }
6067
0
        }
6068
0
    }
6069
6070
    // Apply back modified position/size to window
6071
28.8k
    if (size_target.x != FLT_MAX)
6072
0
    {
6073
0
        window->SizeFull = size_target;
6074
0
        MarkIniSettingsDirty(window);
6075
0
    }
6076
28.8k
    if (pos_target.x != FLT_MAX)
6077
0
    {
6078
0
        window->Pos = ImFloor(pos_target);
6079
0
        MarkIniSettingsDirty(window);
6080
0
    }
6081
6082
28.8k
    window->Size = window->SizeFull;
6083
28.8k
    return ret_auto_fit;
6084
57.6k
}
6085
6086
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6087
57.6k
{
6088
57.6k
    ImGuiContext& g = *GImGui;
6089
57.6k
    ImVec2 size_for_clamping = window->Size;
6090
57.6k
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6091
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6092
57.6k
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6093
57.6k
}
6094
6095
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6096
86.4k
{
6097
86.4k
    ImGuiContext& g = *GImGui;
6098
86.4k
    float rounding = window->WindowRounding;
6099
86.4k
    float border_size = window->WindowBorderSize;
6100
86.4k
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6101
66.9k
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6102
6103
86.4k
    int border_held = window->ResizeBorderHeld;
6104
86.4k
    if (border_held != -1)
6105
0
    {
6106
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_held];
6107
0
        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
6108
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6109
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6110
0
        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
6111
0
    }
6112
86.4k
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6113
0
    {
6114
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6115
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6116
0
    }
6117
86.4k
}
6118
6119
// Draw background and borders
6120
// Draw and handle scrollbars
6121
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6122
86.4k
{
6123
86.4k
    ImGuiContext& g = *GImGui;
6124
86.4k
    ImGuiStyle& style = g.Style;
6125
86.4k
    ImGuiWindowFlags flags = window->Flags;
6126
6127
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6128
86.4k
    IM_ASSERT(window->BeginCount == 0);
6129
86.4k
    window->SkipItems = false;
6130
6131
    // Draw window + handle manual resize
6132
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6133
86.4k
    const float window_rounding = window->WindowRounding;
6134
86.4k
    const float window_border_size = window->WindowBorderSize;
6135
86.4k
    if (window->Collapsed)
6136
0
    {
6137
        // Title bar only
6138
0
        const float backup_border_size = style.FrameBorderSize;
6139
0
        g.Style.FrameBorderSize = window->WindowBorderSize;
6140
0
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6141
0
        if (window->ViewportOwned)
6142
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6143
0
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6144
0
        g.Style.FrameBorderSize = backup_border_size;
6145
0
    }
6146
86.4k
    else
6147
86.4k
    {
6148
        // Window background
6149
86.4k
        if (!(flags & ImGuiWindowFlags_NoBackground))
6150
86.4k
        {
6151
86.4k
            bool is_docking_transparent_payload = false;
6152
86.4k
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6153
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6154
0
                    is_docking_transparent_payload = true;
6155
6156
86.4k
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6157
86.4k
            if (window->ViewportOwned)
6158
0
            {
6159
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6160
0
                if (is_docking_transparent_payload)
6161
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6162
0
            }
6163
86.4k
            else
6164
86.4k
            {
6165
                // Adjust alpha. For docking
6166
86.4k
                bool override_alpha = false;
6167
86.4k
                float alpha = 1.0f;
6168
86.4k
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6169
0
                {
6170
0
                    alpha = g.NextWindowData.BgAlphaVal;
6171
0
                    override_alpha = true;
6172
0
                }
6173
86.4k
                if (is_docking_transparent_payload)
6174
0
                {
6175
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6176
0
                    override_alpha = true;
6177
0
                }
6178
86.4k
                if (override_alpha)
6179
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6180
86.4k
            }
6181
6182
            // Render, for docked windows and host windows we ensure bg goes before decorations
6183
86.4k
            if (window->DockIsActive)
6184
0
                window->DockNode->LastBgColor = bg_col;
6185
86.4k
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6186
86.4k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6187
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6188
86.4k
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6189
86.4k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6190
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6191
86.4k
        }
6192
86.4k
        if (window->DockIsActive)
6193
0
            window->DockNode->IsBgDrawnThisFrame = true;
6194
6195
        // Title bar
6196
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6197
        // in order for their pos/size to be matching their undocking state.)
6198
86.4k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6199
57.6k
        {
6200
57.6k
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6201
57.6k
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6202
57.6k
        }
6203
6204
        // Menu bar
6205
86.4k
        if (flags & ImGuiWindowFlags_MenuBar)
6206
0
        {
6207
0
            ImRect menu_bar_rect = window->MenuBarRect();
6208
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6209
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6210
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6211
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6212
0
        }
6213
6214
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6215
86.4k
        ImGuiDockNode* node = window->DockNode;
6216
86.4k
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6217
0
        {
6218
0
            float unhide_sz_draw = ImFloor(g.FontSize * 0.70f);
6219
0
            float unhide_sz_hit = ImFloor(g.FontSize * 0.55f);
6220
0
            ImVec2 p = node->Pos;
6221
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6222
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6223
0
            KeepAliveID(unhide_id);
6224
0
            bool hovered, held;
6225
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6226
0
                node->WantHiddenTabBarToggle = true;
6227
0
            else if (held && IsMouseDragging(0))
6228
0
                StartMouseMovingWindowOrNode(window, node, true);
6229
6230
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6231
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6232
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6233
0
        }
6234
6235
        // Scrollbars
6236
86.4k
        if (window->ScrollbarX)
6237
28.8k
            Scrollbar(ImGuiAxis_X);
6238
86.4k
        if (window->ScrollbarY)
6239
29.1k
            Scrollbar(ImGuiAxis_Y);
6240
6241
        // Render resize grips (after their input handling so we don't have a frame of latency)
6242
86.4k
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6243
57.6k
        {
6244
115k
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6245
57.6k
            {
6246
57.6k
                const ImU32 col = resize_grip_col[resize_grip_n];
6247
57.6k
                if ((col & IM_COL32_A_MASK) == 0)
6248
28.8k
                    continue;
6249
28.8k
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6250
28.8k
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6251
28.8k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6252
28.8k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6253
28.8k
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6254
28.8k
                window->DrawList->PathFillConvex(col);
6255
28.8k
            }
6256
57.6k
        }
6257
6258
        // Borders (for dock node host they will be rendered over after the tab bar)
6259
86.4k
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6260
86.4k
            RenderWindowOuterBorders(window);
6261
86.4k
    }
6262
86.4k
}
6263
6264
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6265
// Render title text, collapse button, close button
6266
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6267
57.6k
{
6268
57.6k
    ImGuiContext& g = *GImGui;
6269
57.6k
    ImGuiStyle& style = g.Style;
6270
57.6k
    ImGuiWindowFlags flags = window->Flags;
6271
6272
57.6k
    const bool has_close_button = (p_open != NULL);
6273
57.6k
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6274
6275
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6276
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6277
57.6k
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6278
57.6k
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6279
57.6k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6280
6281
    // Layout buttons
6282
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6283
57.6k
    float pad_l = style.FramePadding.x;
6284
57.6k
    float pad_r = style.FramePadding.x;
6285
57.6k
    float button_sz = g.FontSize;
6286
57.6k
    ImVec2 close_button_pos;
6287
57.6k
    ImVec2 collapse_button_pos;
6288
57.6k
    if (has_close_button)
6289
0
    {
6290
0
        pad_r += button_sz;
6291
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6292
0
    }
6293
57.6k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6294
0
    {
6295
0
        pad_r += button_sz;
6296
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6297
0
    }
6298
57.6k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6299
57.6k
    {
6300
57.6k
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);
6301
57.6k
        pad_l += button_sz;
6302
57.6k
    }
6303
6304
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6305
57.6k
    if (has_collapse_button)
6306
57.6k
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6307
0
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6308
6309
    // Close button
6310
57.6k
    if (has_close_button)
6311
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6312
0
            *p_open = false;
6313
6314
57.6k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6315
57.6k
    g.CurrentItemFlags = item_flags_backup;
6316
6317
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6318
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6319
57.6k
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6320
57.6k
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6321
6322
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6323
    // while uncentered title text will still reach edges correctly.
6324
57.6k
    if (pad_l > style.FramePadding.x)
6325
57.6k
        pad_l += g.Style.ItemInnerSpacing.x;
6326
57.6k
    if (pad_r > style.FramePadding.x)
6327
0
        pad_r += g.Style.ItemInnerSpacing.x;
6328
57.6k
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6329
0
    {
6330
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6331
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6332
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6333
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6334
0
    }
6335
6336
57.6k
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6337
57.6k
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6338
57.6k
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6339
0
    {
6340
0
        ImVec2 marker_pos;
6341
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6342
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6343
0
        if (marker_pos.x > layout_r.Min.x)
6344
0
        {
6345
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6346
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6347
0
        }
6348
0
    }
6349
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6350
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6351
57.6k
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6352
57.6k
}
6353
6354
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6355
86.4k
{
6356
86.4k
    window->ParentWindow = parent_window;
6357
86.4k
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6358
86.4k
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6359
28.8k
    {
6360
28.8k
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6361
28.8k
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6362
28.8k
            window->RootWindow = parent_window->RootWindow;
6363
28.8k
    }
6364
86.4k
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6365
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6366
86.4k
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6367
28.8k
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6368
86.4k
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6369
0
    {
6370
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6371
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6372
0
    }
6373
86.4k
}
6374
6375
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6376
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6377
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6378
// - Window             // FindBlockingModal() returns Modal1
6379
//   - Window           //                  .. returns Modal1
6380
//   - Modal1           //                  .. returns Modal2
6381
//      - Window        //                  .. returns Modal2
6382
//          - Window    //                  .. returns Modal2
6383
//          - Modal2    //                  .. returns Modal2
6384
static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6385
0
{
6386
0
    ImGuiContext& g = *GImGui;
6387
0
    if (g.OpenPopupStack.Size <= 0)
6388
0
        return NULL;
6389
6390
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6391
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
6392
0
    {
6393
0
        ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window;
6394
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6395
0
            continue;
6396
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6397
0
            continue;
6398
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window is rendered over last modal, no render order change needed.
6399
0
            break;
6400
0
        for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow)
6401
0
            if (IsWindowWithinBeginStackOf(window, parent))
6402
0
                return popup_window;                                // Place window above its begin stack parent.
6403
0
    }
6404
0
    return NULL;
6405
0
}
6406
6407
// Push a new Dear ImGui window to add widgets to.
6408
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6409
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6410
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6411
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6412
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6413
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6414
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6415
86.4k
{
6416
86.4k
    ImGuiContext& g = *GImGui;
6417
86.4k
    const ImGuiStyle& style = g.Style;
6418
86.4k
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6419
86.4k
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6420
86.4k
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6421
6422
    // Find or create
6423
86.4k
    ImGuiWindow* window = FindWindowByName(name);
6424
86.4k
    const bool window_just_created = (window == NULL);
6425
86.4k
    if (window_just_created)
6426
3
        window = CreateNewWindow(name, flags);
6427
6428
    // Automatically disable manual moving/resizing when NoInputs is set
6429
86.4k
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6430
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6431
6432
86.4k
    if (flags & ImGuiWindowFlags_NavFlattened)
6433
86.4k
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6434
6435
86.4k
    const int current_frame = g.FrameCount;
6436
86.4k
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6437
86.4k
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6438
6439
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6440
86.4k
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6441
86.4k
    if (flags & ImGuiWindowFlags_Popup)
6442
0
    {
6443
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6444
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6445
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6446
0
    }
6447
6448
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6449
86.4k
    const bool window_was_appearing = window->Appearing;
6450
86.4k
    if (first_begin_of_the_frame)
6451
86.4k
    {
6452
86.4k
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6453
86.4k
        window->Appearing = window_just_activated_by_user;
6454
86.4k
        if (window->Appearing)
6455
3
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6456
86.4k
        window->FlagsPreviousFrame = window->Flags;
6457
86.4k
        window->Flags = (ImGuiWindowFlags)flags;
6458
86.4k
        window->LastFrameActive = current_frame;
6459
86.4k
        window->LastTimeActive = (float)g.Time;
6460
86.4k
        window->BeginOrderWithinParent = 0;
6461
86.4k
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6462
86.4k
    }
6463
0
    else
6464
0
    {
6465
0
        flags = window->Flags;
6466
0
    }
6467
6468
    // Docking
6469
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6470
86.4k
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6471
86.4k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6472
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6473
86.4k
    if (first_begin_of_the_frame)
6474
86.4k
    {
6475
86.4k
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6476
86.4k
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6477
86.4k
        bool dock_node_was_visible = window->DockNodeIsVisible;
6478
86.4k
        bool dock_tab_was_visible = window->DockTabIsVisible;
6479
86.4k
        if (has_dock_node || new_auto_dock_node)
6480
0
        {
6481
0
            BeginDocked(window, p_open);
6482
0
            flags = window->Flags;
6483
0
            if (window->DockIsActive)
6484
0
            {
6485
0
                IM_ASSERT(window->DockNode != NULL);
6486
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6487
0
            }
6488
6489
            // Amend the Appearing flag
6490
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6491
0
            {
6492
0
                window->Appearing = true;
6493
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6494
0
            }
6495
0
        }
6496
86.4k
        else
6497
86.4k
        {
6498
86.4k
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6499
86.4k
        }
6500
86.4k
    }
6501
6502
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6503
86.4k
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6504
86.4k
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6505
86.4k
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6506
6507
    // We allow window memory to be compacted so recreate the base stack when needed.
6508
86.4k
    if (window->IDStack.Size == 0)
6509
0
        window->IDStack.push_back(window->ID);
6510
6511
    // Add to stack
6512
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6513
86.4k
    g.CurrentWindow = window;
6514
86.4k
    ImGuiWindowStackData window_stack_data;
6515
86.4k
    window_stack_data.Window = window;
6516
86.4k
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6517
86.4k
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6518
86.4k
    g.CurrentWindowStack.push_back(window_stack_data);
6519
86.4k
    if (flags & ImGuiWindowFlags_ChildMenu)
6520
0
        g.BeginMenuCount++;
6521
6522
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6523
86.4k
    if (first_begin_of_the_frame)
6524
86.4k
    {
6525
86.4k
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6526
86.4k
        window->ParentWindowInBeginStack = parent_window_in_stack;
6527
86.4k
    }
6528
6529
    // Add to focus scope stack
6530
86.4k
    PushFocusScope(window->ID);
6531
86.4k
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6532
86.4k
    g.CurrentWindow = NULL;
6533
6534
    // Add to popup stack
6535
86.4k
    if (flags & ImGuiWindowFlags_Popup)
6536
0
    {
6537
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6538
0
        popup_ref.Window = window;
6539
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6540
0
        g.BeginPopupStack.push_back(popup_ref);
6541
0
        window->PopupId = popup_ref.PopupId;
6542
0
    }
6543
6544
    // Process SetNextWindow***() calls
6545
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6546
86.4k
    bool window_pos_set_by_api = false;
6547
86.4k
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6548
86.4k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6549
0
    {
6550
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6551
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6552
0
        {
6553
            // May be processed on the next frame if this is our first frame and we are measuring size
6554
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6555
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6556
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6557
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6558
0
        }
6559
0
        else
6560
0
        {
6561
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6562
0
        }
6563
0
    }
6564
86.4k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6565
57.6k
    {
6566
57.6k
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6567
57.6k
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6568
57.6k
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6569
57.6k
    }
6570
86.4k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6571
0
    {
6572
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6573
0
        {
6574
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6575
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6576
0
        }
6577
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6578
0
        {
6579
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6580
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6581
0
        }
6582
0
    }
6583
86.4k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6584
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6585
86.4k
    else if (first_begin_of_the_frame)
6586
86.4k
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6587
86.4k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6588
0
        window->WindowClass = g.NextWindowData.WindowClass;
6589
86.4k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6590
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6591
86.4k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6592
0
        FocusWindow(window);
6593
86.4k
    if (window->Appearing)
6594
3
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6595
6596
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6597
86.4k
    if (first_begin_of_the_frame)
6598
86.4k
    {
6599
        // Initialize
6600
86.4k
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6601
86.4k
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6602
86.4k
        window->Active = true;
6603
86.4k
        window->HasCloseButton = (p_open != NULL);
6604
86.4k
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6605
86.4k
        window->IDStack.resize(1);
6606
86.4k
        window->DrawList->_ResetForNewFrame();
6607
86.4k
        window->DC.CurrentTableIdx = -1;
6608
86.4k
        if (flags & ImGuiWindowFlags_DockNodeHost)
6609
0
        {
6610
0
            window->DrawList->ChannelsSplit(2);
6611
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6612
0
        }
6613
6614
        // Restore buffer capacity when woken from a compacted state, to avoid
6615
86.4k
        if (window->MemoryCompacted)
6616
0
            GcAwakeTransientWindowBuffers(window);
6617
6618
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6619
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6620
86.4k
        bool window_title_visible_elsewhere = false;
6621
86.4k
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6622
0
            window_title_visible_elsewhere = true;
6623
86.4k
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6624
0
            window_title_visible_elsewhere = true;
6625
86.4k
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6626
0
        {
6627
0
            size_t buf_len = (size_t)window->NameBufLen;
6628
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6629
0
            window->NameBufLen = (int)buf_len;
6630
0
        }
6631
6632
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6633
6634
        // Update contents size from last frame for auto-fitting (or use explicit size)
6635
86.4k
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6636
6637
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6638
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6639
        // it has a single usage before this code block and may be set below before it is finally checked.
6640
86.4k
        if (window->HiddenFramesCanSkipItems > 0)
6641
6.12k
            window->HiddenFramesCanSkipItems--;
6642
86.4k
        if (window->HiddenFramesCannotSkipItems > 0)
6643
2
            window->HiddenFramesCannotSkipItems--;
6644
86.4k
        if (window->HiddenFramesForRenderOnly > 0)
6645
0
            window->HiddenFramesForRenderOnly--;
6646
6647
        // Hide new windows for one frame until they calculate their size
6648
86.4k
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6649
1
            window->HiddenFramesCannotSkipItems = 1;
6650
6651
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6652
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
6653
86.4k
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
6654
0
        {
6655
0
            window->HiddenFramesCannotSkipItems = 1;
6656
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
6657
0
            {
6658
0
                if (!window_size_x_set_by_api)
6659
0
                    window->Size.x = window->SizeFull.x = 0.f;
6660
0
                if (!window_size_y_set_by_api)
6661
0
                    window->Size.y = window->SizeFull.y = 0.f;
6662
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
6663
0
            }
6664
0
        }
6665
6666
        // SELECT VIEWPORT
6667
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
6668
6669
86.4k
        WindowSelectViewport(window);
6670
86.4k
        SetCurrentViewport(window, window->Viewport);
6671
86.4k
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6672
86.4k
        SetCurrentWindow(window);
6673
86.4k
        flags = window->Flags;
6674
6675
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
6676
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
6677
6678
86.4k
        if (flags & ImGuiWindowFlags_ChildWindow)
6679
28.8k
            window->WindowBorderSize = style.ChildBorderSize;
6680
57.6k
        else
6681
57.6k
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
6682
86.4k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
6683
19.4k
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
6684
66.9k
        else
6685
66.9k
            window->WindowPadding = style.WindowPadding;
6686
6687
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
6688
86.4k
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
6689
86.4k
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
6690
6691
86.4k
        bool use_current_size_for_scrollbar_x = window_just_created;
6692
86.4k
        bool use_current_size_for_scrollbar_y = window_just_created;
6693
6694
        // Collapse window by double-clicking on title bar
6695
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
6696
86.4k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
6697
57.6k
        {
6698
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
6699
57.6k
            ImRect title_bar_rect = window->TitleBarRect();
6700
57.6k
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
6701
0
                window->WantCollapseToggle = true;
6702
57.6k
            if (window->WantCollapseToggle)
6703
0
            {
6704
0
                window->Collapsed = !window->Collapsed;
6705
0
                if (!window->Collapsed)
6706
0
                    use_current_size_for_scrollbar_y = true;
6707
0
                MarkIniSettingsDirty(window);
6708
0
            }
6709
57.6k
        }
6710
28.8k
        else
6711
28.8k
        {
6712
28.8k
            window->Collapsed = false;
6713
28.8k
        }
6714
86.4k
        window->WantCollapseToggle = false;
6715
6716
        // SIZE
6717
6718
        // Outer Decoration Sizes
6719
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
6720
86.4k
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
6721
86.4k
        window->DecoOuterSizeX1 = 0.0f;
6722
86.4k
        window->DecoOuterSizeX2 = 0.0f;
6723
86.4k
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
6724
86.4k
        window->DecoOuterSizeY2 = 0.0f;
6725
86.4k
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
6726
6727
        // Calculate auto-fit size, handle automatic resize
6728
86.4k
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
6729
86.4k
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
6730
0
        {
6731
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
6732
0
            if (!window_size_x_set_by_api)
6733
0
            {
6734
0
                window->SizeFull.x = size_auto_fit.x;
6735
0
                use_current_size_for_scrollbar_x = true;
6736
0
            }
6737
0
            if (!window_size_y_set_by_api)
6738
0
            {
6739
0
                window->SizeFull.y = size_auto_fit.y;
6740
0
                use_current_size_for_scrollbar_y = true;
6741
0
            }
6742
0
        }
6743
86.4k
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6744
2
        {
6745
            // Auto-fit may only grow window during the first few frames
6746
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
6747
2
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
6748
2
            {
6749
2
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
6750
2
                use_current_size_for_scrollbar_x = true;
6751
2
            }
6752
2
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
6753
2
            {
6754
2
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
6755
2
                use_current_size_for_scrollbar_y = true;
6756
2
            }
6757
2
            if (!window->Collapsed)
6758
2
                MarkIniSettingsDirty(window);
6759
2
        }
6760
6761
        // Apply minimum/maximum window size constraints and final size
6762
86.4k
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
6763
86.4k
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
6764
6765
        // POSITION
6766
6767
        // Popup latch its initial position, will position itself when it appears next frame
6768
86.4k
        if (window_just_activated_by_user)
6769
3
        {
6770
3
            window->AutoPosLastDirection = ImGuiDir_None;
6771
3
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
6772
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
6773
3
        }
6774
6775
        // Position child window
6776
86.4k
        if (flags & ImGuiWindowFlags_ChildWindow)
6777
28.8k
        {
6778
28.8k
            IM_ASSERT(parent_window && parent_window->Active);
6779
28.8k
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
6780
28.8k
            parent_window->DC.ChildWindows.push_back(window);
6781
28.8k
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
6782
28.8k
                window->Pos = parent_window->DC.CursorPos;
6783
28.8k
        }
6784
6785
86.4k
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
6786
86.4k
        if (window_pos_with_pivot)
6787
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
6788
86.4k
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
6789
0
            window->Pos = FindBestWindowPosForPopup(window);
6790
86.4k
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
6791
0
            window->Pos = FindBestWindowPosForPopup(window);
6792
86.4k
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
6793
0
            window->Pos = FindBestWindowPosForPopup(window);
6794
6795
        // Late create viewport if we don't fit within our current host viewport.
6796
86.4k
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized))
6797
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
6798
0
            {
6799
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
6800
                //ImGuiViewport* old_viewport = window->Viewport;
6801
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
6802
6803
                // FIXME-DPI
6804
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
6805
0
                SetCurrentViewport(window, window->Viewport);
6806
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6807
0
                SetCurrentWindow(window);
6808
0
            }
6809
6810
86.4k
        if (window->ViewportOwned)
6811
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
6812
6813
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
6814
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
6815
86.4k
        ImRect viewport_rect(window->Viewport->GetMainRect());
6816
86.4k
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
6817
86.4k
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
6818
86.4k
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
6819
6820
        // Clamp position/size so window stays visible within its viewport or monitor
6821
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
6822
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
6823
86.4k
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
6824
57.6k
        {
6825
57.6k
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
6826
57.6k
            {
6827
57.6k
                ClampWindowPos(window, visibility_rect);
6828
57.6k
            }
6829
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
6830
0
            {
6831
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
6832
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
6833
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
6834
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
6835
0
                ClampWindowPos(window, visibility_rect);
6836
0
            }
6837
57.6k
        }
6838
86.4k
        window->Pos = ImFloor(window->Pos);
6839
6840
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
6841
        // Large values tend to lead to variety of artifacts and are not recommended.
6842
86.4k
        if (window->ViewportOwned || window->DockIsActive)
6843
0
            window->WindowRounding = 0.0f;
6844
86.4k
        else
6845
86.4k
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
6846
6847
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
6848
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
6849
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
6850
6851
        // Apply window focus (new and reactivated windows are moved to front)
6852
86.4k
        bool want_focus = false;
6853
86.4k
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
6854
3
        {
6855
3
            if (flags & ImGuiWindowFlags_Popup)
6856
0
                want_focus = true;
6857
3
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
6858
2
                want_focus = true;
6859
6860
3
            ImGuiWindow* modal = GetTopMostPopupModal();
6861
3
            if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal))
6862
0
            {
6863
                // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed.
6864
                // Since window is not focused it would reappear at the same display position like the last time it was visible.
6865
                // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal.
6866
                // Position window behind a modal that is not a begin-parent of this window.
6867
0
                want_focus = false;
6868
0
                if (window == window->RootWindow)
6869
0
                {
6870
0
                    ImGuiWindow* blocking_modal = FindBlockingModal(window);
6871
0
                    IM_ASSERT(blocking_modal != NULL);
6872
0
                    BringWindowToDisplayBehind(window, blocking_modal);
6873
0
                }
6874
0
            }
6875
3
        }
6876
6877
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
6878
#ifdef IMGUI_ENABLE_TEST_ENGINE
6879
        if (g.TestEngineHookItems)
6880
        {
6881
            IM_ASSERT(window->IDStack.Size == 1);
6882
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
6883
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
6884
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
6885
            window->IDStack.Size = 1;
6886
        }
6887
#endif
6888
6889
        // Decide if we are going to handle borders and resize grips
6890
86.4k
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
6891
6892
        // Handle manual resize: Resize Grips, Borders, Gamepad
6893
86.4k
        int border_held = -1;
6894
86.4k
        ImU32 resize_grip_col[4] = {};
6895
86.4k
        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
6896
86.4k
        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6897
86.4k
        if (handle_borders_and_resize_grips && !window->Collapsed)
6898
86.4k
            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
6899
0
                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
6900
86.4k
        window->ResizeBorderHeld = (signed char)border_held;
6901
6902
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
6903
86.4k
        if (window->ViewportOwned)
6904
0
        {
6905
0
            if (!window->Viewport->PlatformRequestMove)
6906
0
                window->Viewport->Pos = window->Pos;
6907
0
            if (!window->Viewport->PlatformRequestResize)
6908
0
                window->Viewport->Size = window->Size;
6909
0
            window->Viewport->UpdateWorkRect();
6910
0
            viewport_rect = window->Viewport->GetMainRect();
6911
0
        }
6912
6913
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
6914
86.4k
        window->ViewportPos = window->Viewport->Pos;
6915
6916
        // SCROLLBAR VISIBILITY
6917
6918
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
6919
86.4k
        if (!window->Collapsed)
6920
86.4k
        {
6921
            // When reading the current size we need to read it after size constraints have been applied.
6922
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
6923
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
6924
86.4k
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
6925
86.4k
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
6926
86.4k
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
6927
86.4k
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
6928
86.4k
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
6929
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
6930
86.4k
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
6931
86.4k
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
6932
86.4k
            if (window->ScrollbarX && !window->ScrollbarY)
6933
895
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
6934
86.4k
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
6935
6936
            // Amend the partially filled window->DecorationXXX values.
6937
86.4k
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
6938
86.4k
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
6939
86.4k
        }
6940
6941
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
6942
        // Update various regions. Variables they depend on should be set above in this function.
6943
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
6944
6945
        // Outer rectangle
6946
        // Not affected by window border size. Used by:
6947
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
6948
        // - Begin() initial clipping rect for drawing window background and borders.
6949
        // - Begin() clipping whole child
6950
86.4k
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
6951
86.4k
        const ImRect outer_rect = window->Rect();
6952
86.4k
        const ImRect title_bar_rect = window->TitleBarRect();
6953
86.4k
        window->OuterRectClipped = outer_rect;
6954
86.4k
        if (window->DockIsActive)
6955
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
6956
86.4k
        window->OuterRectClipped.ClipWith(host_rect);
6957
6958
        // Inner rectangle
6959
        // Not affected by window border size. Used by:
6960
        // - InnerClipRect
6961
        // - ScrollToRectEx()
6962
        // - NavUpdatePageUpPageDown()
6963
        // - Scrollbar()
6964
86.4k
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
6965
86.4k
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
6966
86.4k
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
6967
86.4k
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
6968
6969
        // Inner clipping rectangle.
6970
        // Will extend a little bit outside the normal work region.
6971
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
6972
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
6973
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
6974
        // Affected by window/frame border size. Used by:
6975
        // - Begin() initial clip rect
6976
86.4k
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
6977
86.4k
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
6978
86.4k
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
6979
86.4k
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
6980
86.4k
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
6981
86.4k
        window->InnerClipRect.ClipWithFull(host_rect);
6982
6983
        // Default item width. Make it proportional to window size if window manually resizes
6984
86.4k
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
6985
86.4k
            window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
6986
0
        else
6987
0
            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
6988
6989
        // SCROLLING
6990
6991
        // Lock down maximum scrolling
6992
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
6993
        // for right/bottom aligned items without creating a scrollbar.
6994
86.4k
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
6995
86.4k
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
6996
6997
        // Apply scrolling
6998
86.4k
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
6999
86.4k
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7000
86.4k
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7001
7002
        // DRAWING
7003
7004
        // Setup draw list and outer clipping rectangle
7005
86.4k
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7006
86.4k
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7007
86.4k
        PushClipRect(host_rect.Min, host_rect.Max, false);
7008
7009
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7010
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7011
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7012
86.4k
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7013
86.4k
        if (is_undocked_or_docked_visible)
7014
86.4k
        {
7015
86.4k
            bool render_decorations_in_parent = false;
7016
86.4k
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7017
28.8k
            {
7018
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7019
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7020
28.8k
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7021
28.8k
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7022
28.8k
                bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0;
7023
28.8k
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping)
7024
28.8k
                    render_decorations_in_parent = true;
7025
28.8k
            }
7026
86.4k
            if (render_decorations_in_parent)
7027
28.8k
                window->DrawList = parent_window->DrawList;
7028
7029
            // Handle title bar, scrollbar, resize grips and resize borders
7030
86.4k
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7031
86.4k
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7032
86.4k
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7033
7034
86.4k
            if (render_decorations_in_parent)
7035
28.8k
                window->DrawList = &window->DrawListInst;
7036
86.4k
        }
7037
7038
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7039
7040
        // Work rectangle.
7041
        // Affected by window padding and border size. Used by:
7042
        // - Columns() for right-most edge
7043
        // - TreeNode(), CollapsingHeader() for right-most edge
7044
        // - BeginTabBar() for right-most edge
7045
86.4k
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7046
86.4k
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7047
86.4k
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7048
86.4k
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7049
86.4k
        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7050
86.4k
        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7051
86.4k
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7052
86.4k
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7053
86.4k
        window->ParentWorkRect = window->WorkRect;
7054
7055
        // [LEGACY] Content Region
7056
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7057
        // Used by:
7058
        // - Mouse wheel scrolling + many other things
7059
86.4k
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7060
86.4k
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7061
86.4k
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7062
86.4k
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7063
7064
        // Setup drawing context
7065
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7066
86.4k
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7067
86.4k
        window->DC.GroupOffset.x = 0.0f;
7068
86.4k
        window->DC.ColumnsOffset.x = 0.0f;
7069
7070
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7071
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7072
86.4k
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7073
86.4k
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7074
86.4k
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7075
86.4k
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7076
86.4k
        window->DC.CursorPos = window->DC.CursorStartPos;
7077
86.4k
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7078
86.4k
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7079
86.4k
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7080
86.4k
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7081
86.4k
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7082
86.4k
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7083
7084
86.4k
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7085
86.4k
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7086
86.4k
        window->DC.NavLayersActiveMaskNext = 0x00;
7087
86.4k
        window->DC.NavHideHighlightOneFrame = false;
7088
86.4k
        window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
7089
7090
86.4k
        window->DC.MenuBarAppending = false;
7091
86.4k
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7092
86.4k
        window->DC.TreeDepth = 0;
7093
86.4k
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7094
86.4k
        window->DC.ChildWindows.resize(0);
7095
86.4k
        window->DC.StateStorage = &window->StateStorage;
7096
86.4k
        window->DC.CurrentColumns = NULL;
7097
86.4k
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7098
86.4k
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7099
7100
86.4k
        window->DC.ItemWidth = window->ItemWidthDefault;
7101
86.4k
        window->DC.TextWrapPos = -1.0f; // disabled
7102
86.4k
        window->DC.ItemWidthStack.resize(0);
7103
86.4k
        window->DC.TextWrapPosStack.resize(0);
7104
7105
86.4k
        if (window->AutoFitFramesX > 0)
7106
2
            window->AutoFitFramesX--;
7107
86.4k
        if (window->AutoFitFramesY > 0)
7108
2
            window->AutoFitFramesY--;
7109
7110
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7111
86.4k
        if (want_focus)
7112
2
        {
7113
2
            FocusWindow(window);
7114
2
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7115
2
        }
7116
7117
        // Close requested by platform window
7118
86.4k
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7119
0
        {
7120
0
            if (!window->DockIsActive || window->DockTabIsVisible)
7121
0
            {
7122
0
                window->Viewport->PlatformRequestClose = false;
7123
0
                g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue.
7124
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' PlatformRequestClose\n", window->Name);
7125
0
                *p_open = false;
7126
0
            }
7127
0
        }
7128
7129
        // Title bar
7130
86.4k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7131
57.6k
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7132
7133
        // Clear hit test shape every frame
7134
86.4k
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7135
7136
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7137
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7138
        // Maybe we can support CTRL+C on every element?
7139
        /*
7140
        //if (g.NavWindow == window && g.ActiveId == 0)
7141
        if (g.ActiveId == window->MoveId)
7142
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7143
                LogToClipboard();
7144
        */
7145
7146
86.4k
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7147
86.4k
        {
7148
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7149
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7150
86.4k
            if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift))
7151
18
                if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7152
18
                    BeginDockableDragDropSource(window);
7153
7154
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7155
86.4k
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7156
45
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7157
27
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7158
27
                        BeginDockableDragDropTarget(window);
7159
86.4k
        }
7160
7161
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7162
        // This is useful to allow creating context menus on title bar only, etc.
7163
86.4k
        if (window->DockIsActive)
7164
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7165
86.4k
        else
7166
86.4k
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7167
7168
        // [DEBUG]
7169
86.4k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7170
86.4k
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7171
0
            DebugLocateItemResolveWithLastItem();
7172
86.4k
#endif
7173
7174
        // [Test Engine] Register title bar / tab with MoveId.
7175
#ifdef IMGUI_ENABLE_TEST_ENGINE
7176
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7177
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7178
#endif
7179
86.4k
    }
7180
0
    else
7181
0
    {
7182
        // Append
7183
0
        SetCurrentViewport(window, window->Viewport);
7184
0
        SetCurrentWindow(window);
7185
0
    }
7186
7187
86.4k
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7188
86.4k
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7189
7190
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7191
86.4k
    window->WriteAccessed = false;
7192
86.4k
    window->BeginCount++;
7193
86.4k
    g.NextWindowData.ClearFlags();
7194
7195
    // Update visibility
7196
86.4k
    if (first_begin_of_the_frame)
7197
86.4k
    {
7198
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7199
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7200
        // This is analogous to regular windows being hidden from one frame.
7201
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7202
86.4k
        if (window->DockIsActive && !window->DockTabIsVisible)
7203
0
        {
7204
0
            if (window->LastFrameJustFocused == g.FrameCount)
7205
0
                window->HiddenFramesCannotSkipItems = 1;
7206
0
            else
7207
0
                window->HiddenFramesCanSkipItems = 1;
7208
0
        }
7209
7210
86.4k
        if (flags & ImGuiWindowFlags_ChildWindow)
7211
28.8k
        {
7212
            // Child window can be out of sight and have "negative" clip windows.
7213
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7214
28.8k
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
7215
28.8k
            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
7216
28.8k
            {
7217
28.8k
                const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7218
28.8k
                if (!g.LogEnabled && !nav_request)
7219
28.8k
                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7220
6.12k
                        window->HiddenFramesCanSkipItems = 1;
7221
28.8k
            }
7222
7223
            // Hide along with parent or if parent is collapsed
7224
28.8k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7225
0
                window->HiddenFramesCanSkipItems = 1;
7226
28.8k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7227
1
                window->HiddenFramesCannotSkipItems = 1;
7228
28.8k
        }
7229
7230
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7231
86.4k
        if (style.Alpha <= 0.0f)
7232
0
            window->HiddenFramesCanSkipItems = 1;
7233
7234
        // Update the Hidden flag
7235
86.4k
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7236
86.4k
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7237
7238
        // Disable inputs for requested number of frames
7239
86.4k
        if (window->DisableInputsFrames > 0)
7240
0
        {
7241
0
            window->DisableInputsFrames--;
7242
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7243
0
        }
7244
7245
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7246
86.4k
        bool skip_items = false;
7247
86.4k
        if (window->Collapsed || !window->Active || hidden_regular)
7248
6.12k
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7249
6.12k
                skip_items = true;
7250
86.4k
        window->SkipItems = skip_items;
7251
7252
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7253
86.4k
        if (window->SkipItems)
7254
6.12k
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7255
7256
        // Sanity check: there are two spots which can set Appearing = true
7257
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7258
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7259
86.4k
        if (window->SkipItems && !window->Appearing)
7260
86.4k
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7261
86.4k
    }
7262
7263
86.4k
    return !window->SkipItems;
7264
86.4k
}
7265
7266
void ImGui::End()
7267
86.4k
{
7268
86.4k
    ImGuiContext& g = *GImGui;
7269
86.4k
    ImGuiWindow* window = g.CurrentWindow;
7270
7271
    // Error checking: verify that user hasn't called End() too many times!
7272
86.4k
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7273
0
    {
7274
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7275
0
        return;
7276
0
    }
7277
86.4k
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7278
7279
    // Error checking: verify that user doesn't directly call End() on a child window.
7280
86.4k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7281
86.4k
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7282
7283
    // Close anything that is open
7284
86.4k
    if (window->DC.CurrentColumns)
7285
0
        EndColumns();
7286
86.4k
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7287
86.4k
        PopClipRect();
7288
86.4k
    PopFocusScope();
7289
7290
    // Stop logging
7291
86.4k
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7292
57.6k
        LogFinish();
7293
7294
86.4k
    if (window->DC.IsSetPos)
7295
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7296
7297
    // Docking: report contents sizes to parent to allow for auto-resize
7298
86.4k
    if (window->DockNode && window->DockTabIsVisible)
7299
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7300
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7301
7302
    // Pop from window stack
7303
86.4k
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7304
86.4k
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7305
0
        g.BeginMenuCount--;
7306
86.4k
    if (window->Flags & ImGuiWindowFlags_Popup)
7307
0
        g.BeginPopupStack.pop_back();
7308
86.4k
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7309
86.4k
    g.CurrentWindowStack.pop_back();
7310
86.4k
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7311
86.4k
    if (g.CurrentWindow)
7312
57.6k
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7313
86.4k
}
7314
7315
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7316
15.1k
{
7317
15.1k
    ImGuiContext& g = *GImGui;
7318
15.1k
    IM_ASSERT(window == window->RootWindow);
7319
7320
15.1k
    const int cur_order = window->FocusOrder;
7321
15.1k
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7322
15.1k
    if (g.WindowsFocusOrder.back() == window)
7323
15.1k
        return;
7324
7325
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7326
0
    for (int n = cur_order; n < new_order; n++)
7327
0
    {
7328
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7329
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7330
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7331
0
    }
7332
0
    g.WindowsFocusOrder[new_order] = window;
7333
0
    window->FocusOrder = (short)new_order;
7334
0
}
7335
7336
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7337
15.1k
{
7338
15.1k
    ImGuiContext& g = *GImGui;
7339
15.1k
    ImGuiWindow* current_front_window = g.Windows.back();
7340
15.1k
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7341
15.1k
        return;
7342
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7343
0
        if (g.Windows[i] == window)
7344
0
        {
7345
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7346
0
            g.Windows[g.Windows.Size - 1] = window;
7347
0
            break;
7348
0
        }
7349
0
}
7350
7351
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7352
0
{
7353
0
    ImGuiContext& g = *GImGui;
7354
0
    if (g.Windows[0] == window)
7355
0
        return;
7356
0
    for (int i = 0; i < g.Windows.Size; i++)
7357
0
        if (g.Windows[i] == window)
7358
0
        {
7359
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7360
0
            g.Windows[0] = window;
7361
0
            break;
7362
0
        }
7363
0
}
7364
7365
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7366
0
{
7367
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7368
0
    ImGuiContext& g = *GImGui;
7369
0
    window = window->RootWindow;
7370
0
    behind_window = behind_window->RootWindow;
7371
0
    int pos_wnd = FindWindowDisplayIndex(window);
7372
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7373
0
    if (pos_wnd < pos_beh)
7374
0
    {
7375
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7376
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7377
0
        g.Windows[pos_beh - 1] = window;
7378
0
    }
7379
0
    else
7380
0
    {
7381
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7382
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7383
0
        g.Windows[pos_beh] = window;
7384
0
    }
7385
0
}
7386
7387
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7388
0
{
7389
0
    ImGuiContext& g = *GImGui;
7390
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7391
0
}
7392
7393
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7394
void ImGui::FocusWindow(ImGuiWindow* window)
7395
22.5k
{
7396
22.5k
    ImGuiContext& g = *GImGui;
7397
7398
22.5k
    if (g.NavWindow != window)
7399
8.09k
    {
7400
8.09k
        SetNavWindow(window);
7401
8.09k
        if (window && g.NavDisableMouseHover)
7402
315
            g.NavMousePosDirty = true;
7403
8.09k
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7404
8.09k
        g.NavLayer = ImGuiNavLayer_Main;
7405
8.09k
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7406
8.09k
        g.NavIdIsAlive = false;
7407
7408
        // Close popups if any
7409
8.09k
        ClosePopupsOverWindow(window, false);
7410
8.09k
    }
7411
7412
    // Move the root window to the top of the pile
7413
22.5k
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7414
22.5k
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7415
22.5k
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7416
22.5k
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7417
22.5k
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7418
7419
    // Steal active widgets. Some of the cases it triggers includes:
7420
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7421
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7422
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7423
22.5k
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7424
17
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7425
14
            ClearActiveID();
7426
7427
    // Passing NULL allow to disable keyboard focus
7428
22.5k
    if (!window)
7429
7.35k
        return;
7430
15.1k
    window->LastFrameJustFocused = g.FrameCount;
7431
7432
    // Select in dock node
7433
15.1k
    if (dock_node && dock_node->TabBar)
7434
0
        dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7435
7436
    // Bring to front
7437
15.1k
    BringWindowToFocusFront(focus_front_window);
7438
15.1k
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7439
15.1k
        BringWindowToDisplayFront(display_front_window);
7440
15.1k
}
7441
7442
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)
7443
0
{
7444
0
    ImGuiContext& g = *GImGui;
7445
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7446
0
    if (under_this_window != NULL)
7447
0
    {
7448
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7449
0
        int offset = -1;
7450
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7451
0
        {
7452
0
            under_this_window = under_this_window->ParentWindow;
7453
0
            offset = 0;
7454
0
        }
7455
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7456
0
    }
7457
0
    for (int i = start_idx; i >= 0; i--)
7458
0
    {
7459
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7460
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7461
0
        IM_ASSERT(window == window->RootWindow);
7462
0
        if (window != ignore_window && window->WasActive)
7463
0
            if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7464
0
            {
7465
                // FIXME-DOCK: This is failing (lagging by one frame) for docked windows.
7466
                // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7467
                // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7468
                // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7469
0
                ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
7470
0
                FocusWindow(focus_window);
7471
0
                return;
7472
0
            }
7473
0
    }
7474
0
    FocusWindow(NULL);
7475
0
}
7476
7477
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7478
void ImGui::SetCurrentFont(ImFont* font)
7479
28.8k
{
7480
28.8k
    ImGuiContext& g = *GImGui;
7481
28.8k
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7482
28.8k
    IM_ASSERT(font->Scale > 0.0f);
7483
28.8k
    g.Font = font;
7484
28.8k
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7485
28.8k
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7486
7487
28.8k
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7488
28.8k
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7489
28.8k
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7490
28.8k
    g.DrawListSharedData.Font = g.Font;
7491
28.8k
    g.DrawListSharedData.FontSize = g.FontSize;
7492
28.8k
}
7493
7494
void ImGui::PushFont(ImFont* font)
7495
0
{
7496
0
    ImGuiContext& g = *GImGui;
7497
0
    if (!font)
7498
0
        font = GetDefaultFont();
7499
0
    SetCurrentFont(font);
7500
0
    g.FontStack.push_back(font);
7501
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7502
0
}
7503
7504
void  ImGui::PopFont()
7505
0
{
7506
0
    ImGuiContext& g = *GImGui;
7507
0
    g.CurrentWindow->DrawList->PopTextureID();
7508
0
    g.FontStack.pop_back();
7509
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7510
0
}
7511
7512
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7513
28.8k
{
7514
28.8k
    ImGuiContext& g = *GImGui;
7515
28.8k
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7516
28.8k
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7517
28.8k
    if (enabled)
7518
0
        item_flags |= option;
7519
28.8k
    else
7520
28.8k
        item_flags &= ~option;
7521
28.8k
    g.CurrentItemFlags = item_flags;
7522
28.8k
    g.ItemFlagsStack.push_back(item_flags);
7523
28.8k
}
7524
7525
void ImGui::PopItemFlag()
7526
28.8k
{
7527
28.8k
    ImGuiContext& g = *GImGui;
7528
28.8k
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7529
28.8k
    g.ItemFlagsStack.pop_back();
7530
28.8k
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7531
28.8k
}
7532
7533
// BeginDisabled()/EndDisabled()
7534
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7535
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7536
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7537
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7538
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7539
void ImGui::BeginDisabled(bool disabled)
7540
0
{
7541
0
    ImGuiContext& g = *GImGui;
7542
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7543
0
    if (!was_disabled && disabled)
7544
0
    {
7545
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7546
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7547
0
    }
7548
0
    if (was_disabled || disabled)
7549
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7550
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7551
0
    g.DisabledStackSize++;
7552
0
}
7553
7554
void ImGui::EndDisabled()
7555
0
{
7556
0
    ImGuiContext& g = *GImGui;
7557
0
    IM_ASSERT(g.DisabledStackSize > 0);
7558
0
    g.DisabledStackSize--;
7559
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7560
    //PopItemFlag();
7561
0
    g.ItemFlagsStack.pop_back();
7562
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7563
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7564
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7565
0
}
7566
7567
void ImGui::PushTabStop(bool tab_stop)
7568
28.8k
{
7569
28.8k
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7570
28.8k
}
7571
7572
void ImGui::PopTabStop()
7573
28.8k
{
7574
28.8k
    PopItemFlag();
7575
28.8k
}
7576
7577
void ImGui::PushButtonRepeat(bool repeat)
7578
0
{
7579
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7580
0
}
7581
7582
void ImGui::PopButtonRepeat()
7583
0
{
7584
0
    PopItemFlag();
7585
0
}
7586
7587
void ImGui::PushTextWrapPos(float wrap_pos_x)
7588
0
{
7589
0
    ImGuiWindow* window = GetCurrentWindow();
7590
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7591
0
    window->DC.TextWrapPos = wrap_pos_x;
7592
0
}
7593
7594
void ImGui::PopTextWrapPos()
7595
0
{
7596
0
    ImGuiWindow* window = GetCurrentWindow();
7597
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7598
0
    window->DC.TextWrapPosStack.pop_back();
7599
0
}
7600
7601
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7602
0
{
7603
0
    ImGuiWindow* last_window = NULL;
7604
0
    while (last_window != window)
7605
0
    {
7606
0
        last_window = window;
7607
0
        window = window->RootWindow;
7608
0
        if (popup_hierarchy)
7609
0
            window = window->RootWindowPopupTree;
7610
0
    if (dock_hierarchy)
7611
0
      window = window->RootWindowDockTree;
7612
0
  }
7613
0
    return window;
7614
0
}
7615
7616
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7617
0
{
7618
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7619
0
    if (window_root == potential_parent)
7620
0
        return true;
7621
0
    while (window != NULL)
7622
0
    {
7623
0
        if (window == potential_parent)
7624
0
            return true;
7625
0
        if (window == window_root) // end of chain
7626
0
            return false;
7627
0
        window = window->ParentWindow;
7628
0
    }
7629
0
    return false;
7630
0
}
7631
7632
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7633
0
{
7634
0
    if (window->RootWindow == potential_parent)
7635
0
        return true;
7636
0
    while (window != NULL)
7637
0
    {
7638
0
        if (window == potential_parent)
7639
0
            return true;
7640
0
        window = window->ParentWindowInBeginStack;
7641
0
    }
7642
0
    return false;
7643
0
}
7644
7645
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
7646
0
{
7647
0
    ImGuiContext& g = *GImGui;
7648
7649
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
7650
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
7651
0
    if (display_layer_delta != 0)
7652
0
        return display_layer_delta > 0;
7653
7654
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
7655
0
    {
7656
0
        ImGuiWindow* candidate_window = g.Windows[i];
7657
0
        if (candidate_window == potential_above)
7658
0
            return true;
7659
0
        if (candidate_window == potential_below)
7660
0
            return false;
7661
0
    }
7662
0
    return false;
7663
0
}
7664
7665
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
7666
50.0k
{
7667
50.0k
    IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0);   // Flags not supported by this function
7668
50.0k
    ImGuiContext& g = *GImGui;
7669
50.0k
    ImGuiWindow* ref_window = g.HoveredWindow;
7670
50.0k
    ImGuiWindow* cur_window = g.CurrentWindow;
7671
50.0k
    if (ref_window == NULL)
7672
48.2k
        return false;
7673
7674
1.73k
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
7675
1.73k
    {
7676
1.73k
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
7677
1.73k
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
7678
1.73k
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
7679
1.73k
        if (flags & ImGuiHoveredFlags_RootWindow)
7680
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7681
7682
1.73k
        bool result;
7683
1.73k
        if (flags & ImGuiHoveredFlags_ChildWindows)
7684
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7685
1.73k
        else
7686
1.73k
            result = (ref_window == cur_window);
7687
1.73k
        if (!result)
7688
1.73k
            return false;
7689
1.73k
    }
7690
7691
3
    if (!IsWindowContentHoverable(ref_window, flags))
7692
0
        return false;
7693
3
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
7694
3
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
7695
0
            return false;
7696
3
    return true;
7697
3
}
7698
7699
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
7700
56.4k
{
7701
56.4k
    ImGuiContext& g = *GImGui;
7702
56.4k
    ImGuiWindow* ref_window = g.NavWindow;
7703
56.4k
    ImGuiWindow* cur_window = g.CurrentWindow;
7704
7705
56.4k
    if (ref_window == NULL)
7706
13.5k
        return false;
7707
42.8k
    if (flags & ImGuiFocusedFlags_AnyWindow)
7708
0
        return true;
7709
7710
42.8k
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
7711
42.8k
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
7712
42.8k
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
7713
42.8k
    if (flags & ImGuiHoveredFlags_RootWindow)
7714
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7715
7716
42.8k
    if (flags & ImGuiHoveredFlags_ChildWindows)
7717
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7718
42.8k
    else
7719
42.8k
        return (ref_window == cur_window);
7720
42.8k
}
7721
7722
ImGuiID ImGui::GetWindowDockID()
7723
0
{
7724
0
    ImGuiContext& g = *GImGui;
7725
0
    return g.CurrentWindow->DockId;
7726
0
}
7727
7728
bool ImGui::IsWindowDocked()
7729
0
{
7730
0
    ImGuiContext& g = *GImGui;
7731
0
    return g.CurrentWindow->DockIsActive;
7732
0
}
7733
7734
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
7735
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
7736
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
7737
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
7738
0
{
7739
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
7740
0
}
7741
7742
float ImGui::GetWindowWidth()
7743
15.0k
{
7744
15.0k
    ImGuiWindow* window = GImGui->CurrentWindow;
7745
15.0k
    return window->Size.x;
7746
15.0k
}
7747
7748
float ImGui::GetWindowHeight()
7749
15.5k
{
7750
15.5k
    ImGuiWindow* window = GImGui->CurrentWindow;
7751
15.5k
    return window->Size.y;
7752
15.5k
}
7753
7754
ImVec2 ImGui::GetWindowPos()
7755
0
{
7756
0
    ImGuiContext& g = *GImGui;
7757
0
    ImGuiWindow* window = g.CurrentWindow;
7758
0
    return window->Pos;
7759
0
}
7760
7761
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
7762
8
{
7763
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7764
8
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
7765
0
        return;
7766
7767
8
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7768
8
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7769
8
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
7770
7771
    // Set
7772
8
    const ImVec2 old_pos = window->Pos;
7773
8
    window->Pos = ImFloor(pos);
7774
8
    ImVec2 offset = window->Pos - old_pos;
7775
8
    if (offset.x == 0.0f && offset.y == 0.0f)
7776
0
        return;
7777
8
    MarkIniSettingsDirty(window);
7778
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
7779
8
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
7780
8
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
7781
8
    window->DC.IdealMaxPos += offset;
7782
8
    window->DC.CursorStartPos += offset;
7783
8
}
7784
7785
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
7786
0
{
7787
0
    ImGuiWindow* window = GetCurrentWindowRead();
7788
0
    SetWindowPos(window, pos, cond);
7789
0
}
7790
7791
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
7792
0
{
7793
0
    if (ImGuiWindow* window = FindWindowByName(name))
7794
0
        SetWindowPos(window, pos, cond);
7795
0
}
7796
7797
ImVec2 ImGui::GetWindowSize()
7798
0
{
7799
0
    ImGuiWindow* window = GetCurrentWindowRead();
7800
0
    return window->Size;
7801
0
}
7802
7803
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
7804
57.6k
{
7805
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7806
57.6k
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
7807
28.8k
        return;
7808
7809
28.8k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7810
28.8k
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7811
7812
    // Set
7813
28.8k
    ImVec2 old_size = window->SizeFull;
7814
28.8k
    window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
7815
28.8k
    window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
7816
28.8k
    if (size.x <= 0.0f)
7817
0
        window->AutoFitOnlyGrows = false;
7818
28.8k
    else
7819
28.8k
        window->SizeFull.x = IM_FLOOR(size.x);
7820
28.8k
    if (size.y <= 0.0f)
7821
0
        window->AutoFitOnlyGrows = false;
7822
28.8k
    else
7823
28.8k
        window->SizeFull.y = IM_FLOOR(size.y);
7824
28.8k
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
7825
3.96k
        MarkIniSettingsDirty(window);
7826
28.8k
}
7827
7828
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
7829
0
{
7830
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
7831
0
}
7832
7833
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
7834
0
{
7835
0
    if (ImGuiWindow* window = FindWindowByName(name))
7836
0
        SetWindowSize(window, size, cond);
7837
0
}
7838
7839
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
7840
0
{
7841
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7842
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
7843
0
        return;
7844
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7845
7846
    // Set
7847
0
    window->Collapsed = collapsed;
7848
0
}
7849
7850
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
7851
0
{
7852
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
7853
0
    window->HitTestHoleSize = ImVec2ih(size);
7854
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
7855
0
}
7856
7857
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
7858
0
{
7859
0
    window->Hidden = window->SkipItems = true;
7860
0
    window->HiddenFramesCanSkipItems = 1;
7861
0
}
7862
7863
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
7864
0
{
7865
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
7866
0
}
7867
7868
bool ImGui::IsWindowCollapsed()
7869
0
{
7870
0
    ImGuiWindow* window = GetCurrentWindowRead();
7871
0
    return window->Collapsed;
7872
0
}
7873
7874
bool ImGui::IsWindowAppearing()
7875
0
{
7876
0
    ImGuiWindow* window = GetCurrentWindowRead();
7877
0
    return window->Appearing;
7878
0
}
7879
7880
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
7881
0
{
7882
0
    if (ImGuiWindow* window = FindWindowByName(name))
7883
0
        SetWindowCollapsed(window, collapsed, cond);
7884
0
}
7885
7886
void ImGui::SetWindowFocus()
7887
15.0k
{
7888
15.0k
    FocusWindow(GImGui->CurrentWindow);
7889
15.0k
}
7890
7891
void ImGui::SetWindowFocus(const char* name)
7892
0
{
7893
0
    if (name)
7894
0
    {
7895
0
        if (ImGuiWindow* window = FindWindowByName(name))
7896
0
            FocusWindow(window);
7897
0
    }
7898
0
    else
7899
0
    {
7900
0
        FocusWindow(NULL);
7901
0
    }
7902
0
}
7903
7904
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
7905
0
{
7906
0
    ImGuiContext& g = *GImGui;
7907
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7908
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
7909
0
    g.NextWindowData.PosVal = pos;
7910
0
    g.NextWindowData.PosPivotVal = pivot;
7911
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
7912
0
    g.NextWindowData.PosUndock = true;
7913
0
}
7914
7915
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
7916
57.6k
{
7917
57.6k
    ImGuiContext& g = *GImGui;
7918
57.6k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7919
57.6k
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
7920
57.6k
    g.NextWindowData.SizeVal = size;
7921
57.6k
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
7922
57.6k
}
7923
7924
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
7925
0
{
7926
0
    ImGuiContext& g = *GImGui;
7927
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
7928
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
7929
0
    g.NextWindowData.SizeCallback = custom_callback;
7930
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
7931
0
}
7932
7933
// Content size = inner scrollable rectangle, padded with WindowPadding.
7934
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
7935
void ImGui::SetNextWindowContentSize(const ImVec2& size)
7936
0
{
7937
0
    ImGuiContext& g = *GImGui;
7938
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
7939
0
    g.NextWindowData.ContentSizeVal = ImFloor(size);
7940
0
}
7941
7942
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
7943
0
{
7944
0
    ImGuiContext& g = *GImGui;
7945
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
7946
0
    g.NextWindowData.ScrollVal = scroll;
7947
0
}
7948
7949
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
7950
0
{
7951
0
    ImGuiContext& g = *GImGui;
7952
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7953
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
7954
0
    g.NextWindowData.CollapsedVal = collapsed;
7955
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
7956
0
}
7957
7958
void ImGui::SetNextWindowFocus()
7959
0
{
7960
0
    ImGuiContext& g = *GImGui;
7961
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
7962
0
}
7963
7964
void ImGui::SetNextWindowBgAlpha(float alpha)
7965
0
{
7966
0
    ImGuiContext& g = *GImGui;
7967
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
7968
0
    g.NextWindowData.BgAlphaVal = alpha;
7969
0
}
7970
7971
void ImGui::SetNextWindowViewport(ImGuiID id)
7972
0
{
7973
0
    ImGuiContext& g = *GImGui;
7974
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
7975
0
    g.NextWindowData.ViewportId = id;
7976
0
}
7977
7978
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
7979
0
{
7980
0
    ImGuiContext& g = *GImGui;
7981
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
7982
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
7983
0
    g.NextWindowData.DockId = id;
7984
0
}
7985
7986
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
7987
0
{
7988
0
    ImGuiContext& g = *GImGui;
7989
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
7990
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
7991
0
    g.NextWindowData.WindowClass = *window_class;
7992
0
}
7993
7994
ImDrawList* ImGui::GetWindowDrawList()
7995
28.8k
{
7996
28.8k
    ImGuiWindow* window = GetCurrentWindow();
7997
28.8k
    return window->DrawList;
7998
28.8k
}
7999
8000
float ImGui::GetWindowDpiScale()
8001
0
{
8002
0
    ImGuiContext& g = *GImGui;
8003
0
    return g.CurrentDpiScale;
8004
0
}
8005
8006
ImGuiViewport* ImGui::GetWindowViewport()
8007
0
{
8008
0
    ImGuiContext& g = *GImGui;
8009
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8010
0
    return g.CurrentViewport;
8011
0
}
8012
8013
ImFont* ImGui::GetFont()
8014
17.4M
{
8015
17.4M
    return GImGui->Font;
8016
17.4M
}
8017
8018
float ImGui::GetFontSize()
8019
17.4M
{
8020
17.4M
    return GImGui->FontSize;
8021
17.4M
}
8022
8023
ImVec2 ImGui::GetFontTexUvWhitePixel()
8024
0
{
8025
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8026
0
}
8027
8028
void ImGui::SetWindowFontScale(float scale)
8029
0
{
8030
0
    IM_ASSERT(scale > 0.0f);
8031
0
    ImGuiContext& g = *GImGui;
8032
0
    ImGuiWindow* window = GetCurrentWindow();
8033
0
    window->FontWindowScale = scale;
8034
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8035
0
}
8036
8037
void ImGui::ActivateItem(ImGuiID id)
8038
0
{
8039
0
    ImGuiContext& g = *GImGui;
8040
0
    g.NavNextActivateId = id;
8041
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8042
0
}
8043
8044
void ImGui::PushFocusScope(ImGuiID id)
8045
86.4k
{
8046
86.4k
    ImGuiContext& g = *GImGui;
8047
86.4k
    g.FocusScopeStack.push_back(id);
8048
86.4k
    g.CurrentFocusScopeId = id;
8049
86.4k
}
8050
8051
void ImGui::PopFocusScope()
8052
86.4k
{
8053
86.4k
    ImGuiContext& g = *GImGui;
8054
86.4k
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8055
86.4k
    g.FocusScopeStack.pop_back();
8056
86.4k
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8057
86.4k
}
8058
8059
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8060
void ImGui::SetKeyboardFocusHere(int offset)
8061
0
{
8062
0
    ImGuiContext& g = *GImGui;
8063
0
    ImGuiWindow* window = g.CurrentWindow;
8064
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8065
0
    IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8066
8067
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8068
    // When we refactor this function into ActivateItem() we may want to make this an option.
8069
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8070
    // is also automatically dropped in the event g.ActiveId is stolen.
8071
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8072
0
    {
8073
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8074
0
        return;
8075
0
    }
8076
8077
0
    SetNavWindow(window);
8078
8079
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8080
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8081
0
    if (offset == -1)
8082
0
    {
8083
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8084
0
    }
8085
0
    else
8086
0
    {
8087
0
        g.NavTabbingDir = 1;
8088
0
        g.NavTabbingCounter = offset + 1;
8089
0
    }
8090
0
}
8091
8092
void ImGui::SetItemDefaultFocus()
8093
0
{
8094
0
    ImGuiContext& g = *GImGui;
8095
0
    ImGuiWindow* window = g.CurrentWindow;
8096
0
    if (!window->Appearing)
8097
0
        return;
8098
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8099
0
        return;
8100
8101
0
    g.NavInitRequest = false;
8102
0
    g.NavInitResultId = g.LastItemData.ID;
8103
0
    g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect);
8104
0
    NavUpdateAnyRequestFlag();
8105
8106
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8107
0
    if (!IsItemVisible())
8108
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8109
0
}
8110
8111
void ImGui::SetStateStorage(ImGuiStorage* tree)
8112
0
{
8113
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8114
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8115
0
}
8116
8117
ImGuiStorage* ImGui::GetStateStorage()
8118
0
{
8119
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8120
0
    return window->DC.StateStorage;
8121
0
}
8122
8123
void ImGui::PushID(const char* str_id)
8124
28.8k
{
8125
28.8k
    ImGuiContext& g = *GImGui;
8126
28.8k
    ImGuiWindow* window = g.CurrentWindow;
8127
28.8k
    ImGuiID id = window->GetID(str_id);
8128
28.8k
    window->IDStack.push_back(id);
8129
28.8k
}
8130
8131
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8132
0
{
8133
0
    ImGuiContext& g = *GImGui;
8134
0
    ImGuiWindow* window = g.CurrentWindow;
8135
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8136
0
    window->IDStack.push_back(id);
8137
0
}
8138
8139
void ImGui::PushID(const void* ptr_id)
8140
0
{
8141
0
    ImGuiContext& g = *GImGui;
8142
0
    ImGuiWindow* window = g.CurrentWindow;
8143
0
    ImGuiID id = window->GetID(ptr_id);
8144
0
    window->IDStack.push_back(id);
8145
0
}
8146
8147
void ImGui::PushID(int int_id)
8148
0
{
8149
0
    ImGuiContext& g = *GImGui;
8150
0
    ImGuiWindow* window = g.CurrentWindow;
8151
0
    ImGuiID id = window->GetID(int_id);
8152
0
    window->IDStack.push_back(id);
8153
0
}
8154
8155
// Push a given id value ignoring the ID stack as a seed.
8156
void ImGui::PushOverrideID(ImGuiID id)
8157
0
{
8158
0
    ImGuiContext& g = *GImGui;
8159
0
    ImGuiWindow* window = g.CurrentWindow;
8160
0
    if (g.DebugHookIdInfo == id)
8161
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8162
0
    window->IDStack.push_back(id);
8163
0
}
8164
8165
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8166
// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.
8167
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8168
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8169
0
{
8170
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8171
0
    ImGuiContext& g = *GImGui;
8172
0
    if (g.DebugHookIdInfo == id)
8173
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8174
0
    return id;
8175
0
}
8176
8177
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8178
0
{
8179
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8180
0
    ImGuiContext& g = *GImGui;
8181
0
    if (g.DebugHookIdInfo == id)
8182
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8183
0
    return id;
8184
0
}
8185
8186
void ImGui::PopID()
8187
28.8k
{
8188
28.8k
    ImGuiWindow* window = GImGui->CurrentWindow;
8189
28.8k
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8190
28.8k
    window->IDStack.pop_back();
8191
28.8k
}
8192
8193
ImGuiID ImGui::GetID(const char* str_id)
8194
0
{
8195
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8196
0
    return window->GetID(str_id);
8197
0
}
8198
8199
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8200
0
{
8201
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8202
0
    return window->GetID(str_id_begin, str_id_end);
8203
0
}
8204
8205
ImGuiID ImGui::GetID(const void* ptr_id)
8206
0
{
8207
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8208
0
    return window->GetID(ptr_id);
8209
0
}
8210
8211
bool ImGui::IsRectVisible(const ImVec2& size)
8212
0
{
8213
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8214
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8215
0
}
8216
8217
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8218
0
{
8219
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8220
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8221
0
}
8222
8223
8224
//-----------------------------------------------------------------------------
8225
// [SECTION] INPUTS
8226
//-----------------------------------------------------------------------------
8227
// - GetKeyData() [Internal]
8228
// - GetKeyIndex() [Internal]
8229
// - GetKeyName()
8230
// - GetKeyChordName() [Internal]
8231
// - CalcTypematicRepeatAmount() [Internal]
8232
// - GetTypematicRepeatRate() [Internal]
8233
// - GetKeyPressedAmount() [Internal]
8234
// - GetKeyMagnitude2d() [Internal]
8235
//-----------------------------------------------------------------------------
8236
// - UpdateKeyRoutingTable() [Internal]
8237
// - GetRoutingIdFromOwnerId() [Internal]
8238
// - GetShortcutRoutingData() [Internal]
8239
// - CalcRoutingScore() [Internal]
8240
// - SetShortcutRouting() [Internal]
8241
// - TestShortcutRouting() [Internal]
8242
//-----------------------------------------------------------------------------
8243
// - IsKeyDown()
8244
// - IsKeyPressed()
8245
// - IsKeyReleased()
8246
//-----------------------------------------------------------------------------
8247
// - IsMouseDown()
8248
// - IsMouseClicked()
8249
// - IsMouseReleased()
8250
// - IsMouseDoubleClicked()
8251
// - GetMouseClickedCount()
8252
// - IsMouseHoveringRect() [Internal]
8253
// - IsMouseDragPastThreshold() [Internal]
8254
// - IsMouseDragging()
8255
// - GetMousePos()
8256
// - GetMousePosOnOpeningCurrentPopup()
8257
// - IsMousePosValid()
8258
// - IsAnyMouseDown()
8259
// - GetMouseDragDelta()
8260
// - ResetMouseDragDelta()
8261
// - GetMouseCursor()
8262
// - SetMouseCursor()
8263
//-----------------------------------------------------------------------------
8264
// - UpdateAliasKey()
8265
// - GetMergedModsFromKeys()
8266
// - UpdateKeyboardInputs()
8267
// - UpdateMouseInputs()
8268
//-----------------------------------------------------------------------------
8269
// - LockWheelingWindow [Internal]
8270
// - FindBestWheelingWindow [Internal]
8271
// - UpdateMouseWheel() [Internal]
8272
//-----------------------------------------------------------------------------
8273
// - SetNextFrameWantCaptureKeyboard()
8274
// - SetNextFrameWantCaptureMouse()
8275
//-----------------------------------------------------------------------------
8276
// - GetInputSourceName() [Internal]
8277
// - DebugPrintInputEvent() [Internal]
8278
// - UpdateInputEvents() [Internal]
8279
//-----------------------------------------------------------------------------
8280
// - GetKeyOwner() [Internal]
8281
// - TestKeyOwner() [Internal]
8282
// - SetKeyOwner() [Internal]
8283
// - SetItemKeyOwner() [Internal]
8284
// - Shortcut() [Internal]
8285
//-----------------------------------------------------------------------------
8286
8287
ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key)
8288
1.17M
{
8289
1.17M
    ImGuiContext& g = *GImGui;
8290
8291
    // Special storage location for mods
8292
1.17M
    if (key & ImGuiMod_Mask_)
8293
259k
        key = ConvertSingleModFlagToKey(key);
8294
8295
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8296
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8297
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8298
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8299
#else
8300
1.17M
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8301
1.17M
#endif
8302
1.17M
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8303
1.17M
}
8304
8305
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8306
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8307
{
8308
    ImGuiContext& g = *GImGui;
8309
    IM_ASSERT(IsNamedKey(key));
8310
    const ImGuiKeyData* key_data = GetKeyData(key);
8311
    return (ImGuiKey)(key_data - g.IO.KeysData);
8312
}
8313
#endif
8314
8315
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8316
static const char* const GKeyNames[] =
8317
{
8318
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8319
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8320
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8321
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8322
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8323
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8324
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8325
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8326
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8327
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8328
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8329
    "GamepadStart", "GamepadBack",
8330
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8331
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8332
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8333
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8334
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8335
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8336
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8337
};
8338
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8339
8340
const char* ImGui::GetKeyName(ImGuiKey key)
8341
0
{
8342
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8343
0
    IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8344
#else
8345
    if (IsLegacyKey(key))
8346
    {
8347
        ImGuiIO& io = GetIO();
8348
        if (io.KeyMap[key] == -1)
8349
            return "N/A";
8350
        IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key]));
8351
        key = (ImGuiKey)io.KeyMap[key];
8352
    }
8353
#endif
8354
0
    if (key == ImGuiKey_None)
8355
0
        return "None";
8356
0
    if (key & ImGuiMod_Mask_)
8357
0
        key = ConvertSingleModFlagToKey(key);
8358
0
    if (!IsNamedKey(key))
8359
0
        return "Unknown";
8360
8361
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8362
0
}
8363
8364
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8365
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8366
0
{
8367
0
    ImGuiContext& g = *GImGui;
8368
0
    if (key_chord & ImGuiMod_Shortcut)
8369
0
        key_chord = ConvertShortcutMod(key_chord);
8370
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8371
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8372
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8373
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8374
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8375
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8376
0
}
8377
8378
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8379
// t1 = current time (e.g.: g.Time)
8380
// An event is triggered at:
8381
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8382
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8383
10.8k
{
8384
10.8k
    if (t1 == 0.0f)
8385
0
        return 1;
8386
10.8k
    if (t0 >= t1)
8387
0
        return 0;
8388
10.8k
    if (repeat_rate <= 0.0f)
8389
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8390
10.8k
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8391
10.8k
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8392
10.8k
    const int count = count_t1 - count_t0;
8393
10.8k
    return count;
8394
10.8k
}
8395
8396
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8397
23.5k
{
8398
23.5k
    ImGuiContext& g = *GImGui;
8399
23.5k
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8400
23.5k
    {
8401
3.31k
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8402
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8403
20.1k
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8404
23.5k
    }
8405
23.5k
}
8406
8407
// Return value representing the number of presses in the last time period, for the given repeat rate
8408
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8409
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8410
10.8k
{
8411
10.8k
    ImGuiContext& g = *GImGui;
8412
10.8k
    const ImGuiKeyData* key_data = GetKeyData(key);
8413
10.8k
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8414
0
        return 0;
8415
10.8k
    const float t = key_data->DownDuration;
8416
10.8k
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8417
10.8k
}
8418
8419
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8420
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8421
0
{
8422
0
    return ImVec2(
8423
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8424
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8425
0
}
8426
8427
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8428
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8429
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8430
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8431
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8432
28.8k
{
8433
28.8k
    ImGuiContext& g = *GImGui;
8434
28.8k
    rt->EntriesNext.resize(0);
8435
4.06M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8436
4.03M
    {
8437
4.03M
        const int new_routing_start_idx = rt->EntriesNext.Size;
8438
4.03M
        ImGuiKeyRoutingData* routing_entry;
8439
4.03M
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8440
0
        {
8441
0
            routing_entry = &rt->Entries[old_routing_idx];
8442
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8443
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8444
0
            routing_entry->RoutingNextScore = 255;
8445
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8446
0
                continue;
8447
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8448
8449
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8450
0
            if (routing_entry->Mods == g.IO.KeyMods)
8451
0
            {
8452
0
                ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key);
8453
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8454
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8455
0
            }
8456
0
        }
8457
8458
        // Rewrite linked-list
8459
4.03M
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8460
4.03M
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8461
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8462
4.03M
    }
8463
28.8k
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8464
28.8k
}
8465
8466
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8467
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8468
0
{
8469
0
    ImGuiContext& g = *GImGui;
8470
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8471
0
}
8472
8473
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8474
0
{
8475
    // Majority of shortcuts will be Key + any number of Mods
8476
    // We accept _Single_ mod with ImGuiKey_None.
8477
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8478
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8479
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8480
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8481
0
    ImGuiContext& g = *GImGui;
8482
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8483
0
    ImGuiKeyRoutingData* routing_data;
8484
0
    if (key_chord & ImGuiMod_Shortcut)
8485
0
        key_chord = ConvertShortcutMod(key_chord);
8486
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8487
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8488
0
    if (key == ImGuiKey_None)
8489
0
        key = ConvertSingleModFlagToKey(mods);
8490
0
    IM_ASSERT(IsNamedKey(key));
8491
8492
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8493
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8494
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8495
0
    {
8496
0
        routing_data = &rt->Entries[idx];
8497
0
        if (routing_data->Mods == mods)
8498
0
            return routing_data;
8499
0
    }
8500
8501
    // Add to linked-list
8502
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8503
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8504
0
    routing_data = &rt->Entries[routing_data_idx];
8505
0
    routing_data->Mods = (ImU16)mods;
8506
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8507
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8508
0
    return routing_data;
8509
0
}
8510
8511
// Current score encoding (lower is highest priority):
8512
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8513
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8514
//  -   2: ImGuiInputFlags_RouteGlobal
8515
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8516
//  - 254: ImGuiInputFlags_RouteGlobalLow
8517
//  - 255: never route
8518
// 'flags' should include an explicit routing policy
8519
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8520
0
{
8521
0
    if (flags & ImGuiInputFlags_RouteFocused)
8522
0
    {
8523
0
        ImGuiContext& g = *GImGui;
8524
0
        ImGuiWindow* focused = g.NavWindow;
8525
8526
        // ActiveID gets top priority
8527
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8528
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8529
0
            return 1;
8530
8531
        // Score based on distance to focused window (lower is better)
8532
        // Assuming both windows are submitting a routing request,
8533
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8534
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8535
        // Assuming only WindowA is submitting a routing request,
8536
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8537
0
        if (focused != NULL && focused->RootWindow == location->RootWindow)
8538
0
            for (int next_score = 3; focused != NULL; next_score++)
8539
0
            {
8540
0
                if (focused == location)
8541
0
                {
8542
0
                    IM_ASSERT(next_score < 255);
8543
0
                    return next_score;
8544
0
                }
8545
0
                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8546
0
            }
8547
0
        return 255;
8548
0
    }
8549
8550
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8551
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8552
0
        return 2;
8553
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8554
0
        return 254;
8555
0
    return 0;
8556
0
}
8557
8558
// Request a desired route for an input chord (key + mods).
8559
// Return true if the route is available this frame.
8560
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8561
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8562
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8563
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8564
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8565
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8566
57.6k
{
8567
57.6k
    ImGuiContext& g = *GImGui;
8568
57.6k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8569
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8570
57.6k
    else
8571
57.6k
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8572
8573
57.6k
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8574
0
        if (g.NavWindow == NULL)
8575
0
            return false;
8576
57.6k
    if (flags & ImGuiInputFlags_RouteAlways)
8577
57.6k
        return true;
8578
8579
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8580
0
    if (score == 255)
8581
0
        return false;
8582
8583
    // Submit routing for NEXT frame (assuming score is sufficient)
8584
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8585
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8586
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8587
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
8588
0
    if (score < routing_data->RoutingNextScore)
8589
0
    {
8590
0
        routing_data->RoutingNext = routing_id;
8591
0
        routing_data->RoutingNextScore = (ImU8)score;
8592
0
    }
8593
8594
    // Return routing state for CURRENT frame
8595
0
    return routing_data->RoutingCurr == routing_id;
8596
0
}
8597
8598
// Currently unused by core (but used by tests)
8599
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
8600
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
8601
0
{
8602
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8603
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
8604
0
    return routing_data->RoutingCurr == routing_id;
8605
0
}
8606
8607
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
8608
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
8609
bool ImGui::IsKeyDown(ImGuiKey key)
8610
433k
{
8611
433k
    return IsKeyDown(key, ImGuiKeyOwner_Any);
8612
433k
}
8613
8614
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
8615
475k
{
8616
475k
    const ImGuiKeyData* key_data = GetKeyData(key);
8617
475k
    if (!key_data->Down)
8618
467k
        return false;
8619
7.84k
    if (!TestKeyOwner(key, owner_id))
8620
0
        return false;
8621
7.84k
    return true;
8622
7.84k
}
8623
8624
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
8625
273k
{
8626
273k
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8627
273k
}
8628
8629
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
8630
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
8631
486k
{
8632
486k
    const ImGuiKeyData* key_data = GetKeyData(key);
8633
486k
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8634
461k
        return false;
8635
25.0k
    const float t = key_data->DownDuration;
8636
25.0k
    if (t < 0.0f)
8637
0
        return false;
8638
25.0k
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8639
8640
25.0k
    bool pressed = (t == 0.0f);
8641
25.0k
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
8642
23.5k
    {
8643
23.5k
        float repeat_delay, repeat_rate;
8644
23.5k
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
8645
23.5k
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
8646
23.5k
    }
8647
25.0k
    if (!pressed)
8648
19.9k
        return false;
8649
5.04k
    if (!TestKeyOwner(key, owner_id))
8650
0
        return false;
8651
5.04k
    return true;
8652
5.04k
}
8653
8654
bool ImGui::IsKeyReleased(ImGuiKey key)
8655
0
{
8656
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
8657
0
}
8658
8659
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
8660
0
{
8661
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8662
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
8663
0
        return false;
8664
0
    if (!TestKeyOwner(key, owner_id))
8665
0
        return false;
8666
0
    return true;
8667
0
}
8668
8669
bool ImGui::IsMouseDown(ImGuiMouseButton button)
8670
0
{
8671
0
    ImGuiContext& g = *GImGui;
8672
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8673
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
8674
0
}
8675
8676
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
8677
23
{
8678
23
    ImGuiContext& g = *GImGui;
8679
23
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8680
23
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
8681
23
}
8682
8683
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
8684
5
{
8685
5
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8686
5
}
8687
8688
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
8689
817
{
8690
817
    ImGuiContext& g = *GImGui;
8691
817
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8692
817
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8693
794
        return false;
8694
23
    const float t = g.IO.MouseDownDuration[button];
8695
23
    if (t < 0.0f)
8696
0
        return false;
8697
23
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8698
8699
23
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
8700
23
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
8701
23
    if (!pressed)
8702
6
        return false;
8703
8704
17
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
8705
0
        return false;
8706
8707
17
    return true;
8708
17
}
8709
8710
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
8711
0
{
8712
0
    ImGuiContext& g = *GImGui;
8713
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8714
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
8715
0
}
8716
8717
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
8718
812
{
8719
812
    ImGuiContext& g = *GImGui;
8720
812
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8721
812
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
8722
812
}
8723
8724
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
8725
2
{
8726
2
    ImGuiContext& g = *GImGui;
8727
2
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8728
2
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
8729
2
}
8730
8731
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
8732
0
{
8733
0
    ImGuiContext& g = *GImGui;
8734
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8735
0
    return g.IO.MouseClickedCount[button];
8736
0
}
8737
8738
// Test if mouse cursor is hovering given rectangle
8739
// NB- Rectangle is clipped by our current clip setting
8740
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
8741
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
8742
215k
{
8743
215k
    ImGuiContext& g = *GImGui;
8744
8745
    // Clip
8746
215k
    ImRect rect_clipped(r_min, r_max);
8747
215k
    if (clip)
8748
129k
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
8749
8750
    // Expand for touch input
8751
215k
    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
8752
215k
    if (!rect_for_touch.Contains(g.IO.MousePos))
8753
210k
        return false;
8754
5.65k
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
8755
0
        return false;
8756
5.65k
    return true;
8757
5.65k
}
8758
8759
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
8760
// [Internal] This doesn't test if the button is pressed
8761
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
8762
44
{
8763
44
    ImGuiContext& g = *GImGui;
8764
44
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8765
44
    if (lock_threshold < 0.0f)
8766
41
        lock_threshold = g.IO.MouseDragThreshold;
8767
44
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
8768
44
}
8769
8770
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
8771
46
{
8772
46
    ImGuiContext& g = *GImGui;
8773
46
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8774
46
    if (!g.IO.MouseDown[button])
8775
2
        return false;
8776
44
    return IsMouseDragPastThreshold(button, lock_threshold);
8777
46
}
8778
8779
ImVec2 ImGui::GetMousePos()
8780
6.75k
{
8781
6.75k
    ImGuiContext& g = *GImGui;
8782
6.75k
    return g.IO.MousePos;
8783
6.75k
}
8784
8785
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
8786
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
8787
0
{
8788
0
    ImGuiContext& g = *GImGui;
8789
0
    if (g.BeginPopupStack.Size > 0)
8790
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
8791
0
    return g.IO.MousePos;
8792
0
}
8793
8794
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
8795
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
8796
99.2k
{
8797
    // The assert is only to silence a false-positive in XCode Static Analysis.
8798
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
8799
99.2k
    IM_ASSERT(GImGui != NULL);
8800
99.2k
    const float MOUSE_INVALID = -256000.0f;
8801
99.2k
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
8802
99.2k
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
8803
99.2k
}
8804
8805
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
8806
bool ImGui::IsAnyMouseDown()
8807
0
{
8808
0
    ImGuiContext& g = *GImGui;
8809
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
8810
0
        if (g.IO.MouseDown[n])
8811
0
            return true;
8812
0
    return false;
8813
0
}
8814
8815
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
8816
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
8817
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
8818
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
8819
0
{
8820
0
    ImGuiContext& g = *GImGui;
8821
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8822
0
    if (lock_threshold < 0.0f)
8823
0
        lock_threshold = g.IO.MouseDragThreshold;
8824
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
8825
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
8826
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
8827
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
8828
0
    return ImVec2(0.0f, 0.0f);
8829
0
}
8830
8831
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
8832
0
{
8833
0
    ImGuiContext& g = *GImGui;
8834
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8835
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
8836
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
8837
0
}
8838
8839
// Get desired mouse cursor shape.
8840
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
8841
// updated during the frame, and locked in EndFrame()/Render().
8842
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
8843
ImGuiMouseCursor ImGui::GetMouseCursor()
8844
0
{
8845
0
    ImGuiContext& g = *GImGui;
8846
0
    return g.MouseCursor;
8847
0
}
8848
8849
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
8850
1
{
8851
1
    ImGuiContext& g = *GImGui;
8852
1
    g.MouseCursor = cursor_type;
8853
1
}
8854
8855
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
8856
201k
{
8857
201k
    IM_ASSERT(ImGui::IsAliasKey(key));
8858
201k
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
8859
201k
    key_data->Down = v;
8860
201k
    key_data->AnalogValue = analog_value;
8861
201k
}
8862
8863
// [Internal] Do not use directly
8864
static ImGuiKeyChord GetMergedModsFromKeys()
8865
57.6k
{
8866
57.6k
    ImGuiKeyChord mods = 0;
8867
57.6k
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
8868
57.6k
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
8869
57.6k
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
8870
57.6k
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
8871
57.6k
    return mods;
8872
57.6k
}
8873
8874
static void ImGui::UpdateKeyboardInputs()
8875
28.8k
{
8876
28.8k
    ImGuiContext& g = *GImGui;
8877
28.8k
    ImGuiIO& io = g.IO;
8878
8879
    // Import legacy keys or verify they are not used
8880
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8881
    if (io.BackendUsingLegacyKeyArrays == 0)
8882
    {
8883
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
8884
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
8885
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
8886
    }
8887
    else
8888
    {
8889
        if (g.FrameCount == 0)
8890
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
8891
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
8892
8893
        // Build reverse KeyMap (Named -> Legacy)
8894
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
8895
            if (io.KeyMap[n] != -1)
8896
            {
8897
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
8898
                io.KeyMap[io.KeyMap[n]] = n;
8899
            }
8900
8901
        // Import legacy keys into new ones
8902
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
8903
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
8904
            {
8905
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
8906
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
8907
                io.KeysData[key].Down = io.KeysDown[n];
8908
                if (key != n)
8909
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
8910
                io.BackendUsingLegacyKeyArrays = 1;
8911
            }
8912
        if (io.BackendUsingLegacyKeyArrays == 1)
8913
        {
8914
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
8915
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
8916
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
8917
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
8918
        }
8919
    }
8920
8921
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8922
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
8923
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
8924
    {
8925
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
8926
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
8927
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
8928
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
8929
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
8930
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
8931
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
8932
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
8933
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
8934
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
8935
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
8936
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
8937
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
8938
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
8939
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
8940
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
8941
        #undef NAV_MAP_KEY
8942
    }
8943
#endif
8944
#endif
8945
8946
    // Update aliases
8947
172k
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
8948
144k
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
8949
28.8k
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
8950
28.8k
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
8951
8952
    // Synchronize io.KeyMods and io.KeyXXX values.
8953
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
8954
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
8955
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
8956
28.8k
    io.KeyMods = GetMergedModsFromKeys();
8957
28.8k
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
8958
28.8k
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
8959
28.8k
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
8960
28.8k
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
8961
8962
    // Clear gamepad data if disabled
8963
28.8k
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
8964
720k
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
8965
691k
        {
8966
691k
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
8967
691k
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
8968
691k
        }
8969
8970
    // Update keys
8971
4.06M
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
8972
4.03M
    {
8973
4.03M
        ImGuiKeyData* key_data = &io.KeysData[i];
8974
4.03M
        key_data->DownDurationPrev = key_data->DownDuration;
8975
4.03M
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
8976
4.03M
    }
8977
8978
    // Update keys/input owner (named keys only): one entry per key
8979
4.06M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8980
4.03M
    {
8981
4.03M
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
8982
4.03M
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
8983
4.03M
        owner_data->OwnerCurr = owner_data->OwnerNext;
8984
4.03M
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
8985
4.00M
            owner_data->OwnerNext = ImGuiKeyOwner_None;
8986
4.03M
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
8987
4.03M
    }
8988
8989
28.8k
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
8990
28.8k
}
8991
8992
static void ImGui::UpdateMouseInputs()
8993
28.8k
{
8994
28.8k
    ImGuiContext& g = *GImGui;
8995
28.8k
    ImGuiIO& io = g.IO;
8996
8997
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
8998
28.8k
    if (IsMousePosValid(&io.MousePos))
8999
6.75k
        io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
9000
9001
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9002
28.8k
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9003
5.99k
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9004
22.8k
    else
9005
22.8k
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9006
9007
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9008
28.8k
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9009
844
        g.NavDisableMouseHover = false;
9010
9011
28.8k
    io.MousePosPrev = io.MousePos;
9012
172k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9013
144k
    {
9014
144k
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9015
144k
        io.MouseClickedCount[i] = 0; // Will be filled below
9016
144k
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9017
144k
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9018
144k
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9019
144k
        if (io.MouseClicked[i])
9020
1.31k
        {
9021
1.31k
            bool is_repeated_click = false;
9022
1.31k
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9023
604
            {
9024
604
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9025
604
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9026
545
                    is_repeated_click = true;
9027
604
            }
9028
1.31k
            if (is_repeated_click)
9029
545
                io.MouseClickedLastCount[i]++;
9030
772
            else
9031
772
                io.MouseClickedLastCount[i] = 1;
9032
1.31k
            io.MouseClickedTime[i] = g.Time;
9033
1.31k
            io.MouseClickedPos[i] = io.MousePos;
9034
1.31k
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9035
1.31k
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9036
1.31k
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9037
1.31k
        }
9038
142k
        else if (io.MouseDown[i])
9039
5.48k
        {
9040
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9041
5.48k
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9042
5.48k
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9043
5.48k
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9044
5.48k
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9045
5.48k
        }
9046
9047
        // We provide io.MouseDoubleClicked[] as a legacy service
9048
144k
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9049
9050
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9051
144k
        if (io.MouseClicked[i])
9052
1.31k
            g.NavDisableMouseHover = false;
9053
144k
    }
9054
28.8k
}
9055
9056
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9057
0
{
9058
0
    ImGuiContext& g = *GImGui;
9059
0
    if (window)
9060
0
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9061
0
    else
9062
0
        g.WheelingWindowReleaseTimer = 0.0f;
9063
0
    if (g.WheelingWindow == window)
9064
0
        return;
9065
0
    IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9066
0
    g.WheelingWindow = window;
9067
0
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9068
0
    if (window == NULL)
9069
0
    {
9070
0
        g.WheelingWindowStartFrame = -1;
9071
0
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9072
0
    }
9073
0
}
9074
9075
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9076
3
{
9077
    // For each axis, find window in the hierarchy that may want to use scrolling
9078
3
    ImGuiContext& g = *GImGui;
9079
3
    ImGuiWindow* windows[2] = { NULL, NULL };
9080
9
    for (int axis = 0; axis < 2; axis++)
9081
6
        if (wheel[axis] != 0.0f)
9082
4
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9083
0
            {
9084
                // Bubble up into parent window if:
9085
                // - a child window doesn't allow any scrolling.
9086
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9087
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9088
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9089
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9090
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9091
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9092
0
                    break; // select this window
9093
0
            }
9094
3
    if (windows[0] == NULL && windows[1] == NULL)
9095
0
        return NULL;
9096
9097
    // If there's only one window or only one axis then there's no ambiguity
9098
3
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9099
3
        return windows[1] ? windows[1] : windows[0];
9100
9101
    // If candidate are different windows we need to decide which one to prioritize
9102
    // - First frame: only find a winner if one axis is zero.
9103
    // - Subsequent frames: only find a winner when one is more than the other.
9104
0
    if (g.WheelingWindowStartFrame == -1)
9105
0
        g.WheelingWindowStartFrame = g.FrameCount;
9106
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9107
0
    {
9108
0
        g.WheelingWindowWheelRemainder = wheel;
9109
0
        return NULL;
9110
0
    }
9111
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9112
0
}
9113
9114
// Called by NewFrame()
9115
void ImGui::UpdateMouseWheel()
9116
28.8k
{
9117
    // Reset the locked window if we move the mouse or after the timer elapses.
9118
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9119
28.8k
    ImGuiContext& g = *GImGui;
9120
28.8k
    if (g.WheelingWindow != NULL)
9121
0
    {
9122
0
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9123
0
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9124
0
            g.WheelingWindowReleaseTimer = 0.0f;
9125
0
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9126
0
            LockWheelingWindow(NULL, 0.0f);
9127
0
    }
9128
9129
28.8k
    ImVec2 wheel;
9130
28.8k
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9131
28.8k
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9132
9133
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9134
28.8k
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9135
28.8k
    if (!mouse_window || mouse_window->Collapsed)
9136
27.8k
        return;
9137
9138
    // Zoom / Scale window
9139
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9140
1.00k
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9141
0
    {
9142
0
        LockWheelingWindow(mouse_window, wheel.y);
9143
0
        ImGuiWindow* window = mouse_window;
9144
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9145
0
        const float scale = new_font_scale / window->FontWindowScale;
9146
0
        window->FontWindowScale = new_font_scale;
9147
0
        if (window == window->RootWindow)
9148
0
        {
9149
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9150
0
            SetWindowPos(window, window->Pos + offset, 0);
9151
0
            window->Size = ImFloor(window->Size * scale);
9152
0
            window->SizeFull = ImFloor(window->SizeFull * scale);
9153
0
        }
9154
0
        return;
9155
0
    }
9156
1.00k
    if (g.IO.KeyCtrl)
9157
0
        return;
9158
9159
    // Mouse wheel scrolling
9160
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9161
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9162
    // - However this means when running on OSX over Emcripten, Shift+WheelY will incur two swappings (1 in OS, 1 here), cancelling the feature.
9163
1.00k
    const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
9164
1.00k
    if (swap_axis)
9165
0
    {
9166
0
        wheel.x = wheel.y;
9167
0
        wheel.y = 0.0f;
9168
0
    }
9169
9170
    // Maintain a rough average of moving magnitude on both axises
9171
    // FIXME: should by based on wall clock time rather than frame-counter
9172
1.00k
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9173
1.00k
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9174
9175
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9176
1.00k
    wheel += g.WheelingWindowWheelRemainder;
9177
1.00k
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9178
1.00k
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9179
998
        return;
9180
9181
    // Mouse wheel scrolling: find target and apply
9182
    // - don't renew lock if axis doesn't apply on the window.
9183
    // - select a main axis when both axises are being moved.
9184
3
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9185
3
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9186
3
        {
9187
3
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9188
3
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9189
0
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9190
3
            if (do_scroll[ImGuiAxis_X])
9191
0
            {
9192
0
                LockWheelingWindow(window, wheel.x);
9193
0
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9194
0
                float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
9195
0
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9196
0
            }
9197
3
            if (do_scroll[ImGuiAxis_Y])
9198
0
            {
9199
0
                LockWheelingWindow(window, wheel.y);
9200
0
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9201
0
                float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
9202
0
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9203
0
            }
9204
3
        }
9205
3
}
9206
9207
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9208
0
{
9209
0
    ImGuiContext& g = *GImGui;
9210
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9211
0
}
9212
9213
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9214
0
{
9215
0
    ImGuiContext& g = *GImGui;
9216
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9217
0
}
9218
9219
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9220
static const char* GetInputSourceName(ImGuiInputSource source)
9221
0
{
9222
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" };
9223
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9224
0
    return input_source_names[source];
9225
0
}
9226
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9227
0
{
9228
0
    ImGuiContext& g = *GImGui;
9229
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("%s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
9230
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }
9231
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.3f, %.3f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
9232
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("%s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9233
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9234
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9235
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9236
0
}
9237
#endif
9238
9239
// Process input queue
9240
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9241
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9242
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9243
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9244
28.8k
{
9245
28.8k
    ImGuiContext& g = *GImGui;
9246
28.8k
    ImGuiIO& io = g.IO;
9247
9248
    // Only trickle chars<>key when working with InputText()
9249
    // FIXME: InputText() could parse event trail?
9250
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9251
28.8k
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9252
9253
28.8k
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9254
28.8k
    int  mouse_button_changed = 0x00;
9255
28.8k
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9256
9257
28.8k
    int event_n = 0;
9258
36.8k
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9259
9.58k
    {
9260
9.58k
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9261
9.58k
        if (e->Type == ImGuiInputEventType_MousePos)
9262
2.11k
        {
9263
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9264
2.11k
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9265
2.11k
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9266
275
                break;
9267
1.84k
            io.MousePos = event_pos;
9268
1.84k
            mouse_moved = true;
9269
1.84k
        }
9270
7.46k
        else if (e->Type == ImGuiInputEventType_MouseButton)
9271
2.20k
        {
9272
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9273
2.20k
            const ImGuiMouseButton button = e->MouseButton.Button;
9274
2.20k
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9275
2.20k
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9276
484
                break;
9277
1.72k
            io.MouseDown[button] = e->MouseButton.Down;
9278
1.72k
            mouse_button_changed |= (1 << button);
9279
1.72k
        }
9280
5.26k
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9281
996
        {
9282
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9283
996
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9284
175
                break;
9285
821
            io.MouseWheelH += e->MouseWheel.WheelX;
9286
821
            io.MouseWheel += e->MouseWheel.WheelY;
9287
821
            mouse_wheeled = true;
9288
821
        }
9289
4.26k
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9290
0
        {
9291
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9292
0
        }
9293
4.26k
        else if (e->Type == ImGuiInputEventType_Key)
9294
1.37k
        {
9295
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9296
1.37k
            ImGuiKey key = e->Key.Key;
9297
1.37k
            IM_ASSERT(key != ImGuiKey_None);
9298
1.37k
            ImGuiKeyData* key_data = GetKeyData(key);
9299
1.37k
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9300
1.37k
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9301
231
                break;
9302
1.14k
            key_data->Down = e->Key.Down;
9303
1.14k
            key_data->AnalogValue = e->Key.AnalogValue;
9304
1.14k
            key_changed = true;
9305
1.14k
            key_changed_mask.SetBit(key_data_index);
9306
9307
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9308
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9309
            io.KeysDown[key_data_index] = key_data->Down;
9310
            if (io.KeyMap[key_data_index] != -1)
9311
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9312
#endif
9313
1.14k
        }
9314
2.88k
        else if (e->Type == ImGuiInputEventType_Text)
9315
2.67k
        {
9316
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9317
2.67k
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9318
336
                break;
9319
2.34k
            unsigned int c = e->Text.Char;
9320
2.34k
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9321
2.34k
            if (trickle_interleaved_keys_and_text)
9322
0
                text_inputted = true;
9323
2.34k
        }
9324
210
        else if (e->Type == ImGuiInputEventType_Focus)
9325
210
        {
9326
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9327
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9328
210
            const bool focus_lost = !e->AppFocused.Focused;
9329
210
            io.AppFocusLost = focus_lost;
9330
210
        }
9331
0
        else
9332
0
        {
9333
0
            IM_ASSERT(0 && "Unknown event!");
9334
0
        }
9335
9.58k
    }
9336
9337
    // Record trail (for domain-specific applications wanting to access a precise trail)
9338
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9339
36.8k
    for (int n = 0; n < event_n; n++)
9340
8.08k
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9341
9342
    // [DEBUG]
9343
28.8k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9344
28.8k
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9345
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9346
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9347
28.8k
#endif
9348
9349
    // Remaining events will be processed on the next frame
9350
28.8k
    if (event_n == g.InputEventsQueue.Size)
9351
27.3k
        g.InputEventsQueue.resize(0);
9352
1.50k
    else
9353
1.50k
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9354
9355
    // Clear buttons state when focus is lost
9356
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9357
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9358
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9359
28.8k
    if (g.IO.AppFocusLost)
9360
210
        g.IO.ClearInputKeys();
9361
28.8k
}
9362
9363
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9364
0
{
9365
0
    if (!IsNamedKeyOrModKey(key))
9366
0
        return ImGuiKeyOwner_None;
9367
9368
0
    ImGuiContext& g = *GImGui;
9369
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
9370
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9371
9372
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9373
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9374
0
            return ImGuiKeyOwner_None;
9375
9376
0
    return owner_id;
9377
0
}
9378
9379
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9380
// TestKeyOwner(..., None) : (owner == None)
9381
// TestKeyOwner(..., Any)  : no owner test
9382
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9383
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9384
70.5k
{
9385
70.5k
    if (!IsNamedKeyOrModKey(key))
9386
0
        return true;
9387
9388
70.5k
    ImGuiContext& g = *GImGui;
9389
70.5k
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9390
30
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9391
0
            return false;
9392
9393
70.5k
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
9394
70.5k
    if (owner_id == ImGuiKeyOwner_Any)
9395
7.11k
        return (owner_data->LockThisFrame == false);
9396
9397
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9398
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9399
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9400
63.4k
    if (owner_data->OwnerCurr != owner_id)
9401
18
    {
9402
18
        if (owner_data->LockThisFrame)
9403
0
            return false;
9404
18
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9405
0
            return false;
9406
18
    }
9407
9408
63.4k
    return true;
9409
63.4k
}
9410
9411
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9412
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9413
// - SetKeyOwner(..., None)              : clears owner
9414
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9415
// - SetKeyOwner(..., Any or None, Lock) : set lock
9416
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9417
17
{
9418
17
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9419
17
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9420
9421
17
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
9422
17
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9423
9424
    // We cannot lock by default as it would likely break lots of legacy code.
9425
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9426
17
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9427
17
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9428
17
}
9429
9430
// This is more or less equivalent to:
9431
//   if (IsItemHovered() || IsItemActive())
9432
//       SetKeyOwner(key, GetItemID());
9433
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9434
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9435
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9436
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9437
0
{
9438
0
    ImGuiContext& g = *GImGui;
9439
0
    ImGuiID id = g.LastItemData.ID;
9440
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9441
0
        return;
9442
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9443
0
        flags |= ImGuiInputFlags_CondDefault_;
9444
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9445
0
    {
9446
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9447
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9448
0
    }
9449
0
}
9450
9451
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9452
57.6k
{
9453
57.6k
    ImGuiContext& g = *GImGui;
9454
9455
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9456
57.6k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9457
57.6k
        flags |= ImGuiInputFlags_RouteFocused;
9458
57.6k
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9459
0
        return false;
9460
9461
57.6k
    if (key_chord & ImGuiMod_Shortcut)
9462
0
        key_chord = ConvertShortcutMod(key_chord);
9463
57.6k
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9464
57.6k
    if (g.IO.KeyMods != mods)
9465
57.6k
        return false;
9466
9467
    // Special storage location for mods
9468
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9469
0
    if (key == ImGuiKey_None)
9470
0
        key = ConvertSingleModFlagToKey(mods);
9471
9472
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9473
0
        return false;
9474
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9475
9476
0
    return true;
9477
0
}
9478
9479
9480
//-----------------------------------------------------------------------------
9481
// [SECTION] ERROR CHECKING
9482
//-----------------------------------------------------------------------------
9483
9484
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9485
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9486
// If this triggers you have an issue:
9487
// - Most commonly: mismatched headers and compiled code version.
9488
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9489
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9490
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9491
//   Otherwise it is possible that different compilation units would see different structure layout
9492
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9493
1
{
9494
1
    bool error = false;
9495
1
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9496
1
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9497
1
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9498
1
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9499
1
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9500
1
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9501
1
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9502
1
    return !error;
9503
1
}
9504
9505
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9506
// This is causing issues and ambiguity and we need to retire that.
9507
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9508
// [Scenario 1]
9509
//  Previously this would make the window content size ~200x200:
9510
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9511
//  Instead, please submit an item:
9512
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9513
//  Alternative:
9514
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9515
// [Scenario 2]
9516
//  For reference this is one of the issue what we aim to fix with this change:
9517
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9518
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9519
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9520
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9521
0
{
9522
0
    ImGuiContext& g = *GImGui;
9523
0
    ImGuiWindow* window = g.CurrentWindow;
9524
0
    IM_ASSERT(window->DC.IsSetPos);
9525
0
    window->DC.IsSetPos = false;
9526
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
9527
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
9528
0
        return;
9529
0
    if (window->SkipItems)
9530
0
        return;
9531
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
9532
#else
9533
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9534
#endif
9535
0
}
9536
9537
static void ImGui::ErrorCheckNewFrameSanityChecks()
9538
28.8k
{
9539
28.8k
    ImGuiContext& g = *GImGui;
9540
9541
    // Check user IM_ASSERT macro
9542
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
9543
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
9544
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
9545
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
9546
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
9547
28.8k
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
9548
9549
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
9550
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
9551
#ifdef __EMSCRIPTEN__
9552
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
9553
        g.IO.DeltaTime = 0.00001f;
9554
#endif
9555
9556
    // Check user data
9557
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
9558
28.8k
    IM_ASSERT(g.Initialized);
9559
28.8k
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
9560
28.8k
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
9561
28.8k
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
9562
28.8k
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
9563
28.8k
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
9564
28.8k
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
9565
28.8k
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
9566
28.8k
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
9567
28.8k
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
9568
28.8k
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
9569
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9570
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
9571
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
9572
9573
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
9574
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
9575
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
9576
#endif
9577
9578
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
9579
28.8k
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
9580
1
        g.IO.ConfigWindowsResizeFromEdges = false;
9581
9582
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
9583
28.8k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
9584
28.8k
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9585
28.8k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
9586
28.8k
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9587
9588
    // Perform simple checks: multi-viewport and platform windows support
9589
28.8k
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
9590
1
    {
9591
1
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
9592
0
        {
9593
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
9594
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
9595
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
9596
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
9597
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
9598
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
9599
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
9600
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
9601
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
9602
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
9603
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
9604
0
        }
9605
1
        else
9606
1
        {
9607
            // Disable feature, our backends do not support it
9608
1
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
9609
1
        }
9610
9611
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
9612
1
        for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
9613
0
        {
9614
0
            ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n];
9615
0
            IM_UNUSED(mon);
9616
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
9617
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
9618
0
            IM_ASSERT(mon.DpiScale != 0.0f);
9619
0
        }
9620
1
    }
9621
28.8k
}
9622
9623
static void ImGui::ErrorCheckEndFrameSanityChecks()
9624
28.8k
{
9625
28.8k
    ImGuiContext& g = *GImGui;
9626
9627
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
9628
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
9629
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
9630
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
9631
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
9632
    // while still correctly asserting on mid-frame key press events.
9633
28.8k
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
9634
28.8k
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
9635
28.8k
    IM_UNUSED(key_mods);
9636
9637
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
9638
    //ErrorCheckEndFrameRecover();
9639
9640
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
9641
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
9642
28.8k
    if (g.CurrentWindowStack.Size != 1)
9643
0
    {
9644
0
        if (g.CurrentWindowStack.Size > 1)
9645
0
        {
9646
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
9647
0
            while (g.CurrentWindowStack.Size > 1)
9648
0
                End();
9649
0
        }
9650
0
        else
9651
0
        {
9652
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
9653
0
        }
9654
0
    }
9655
9656
28.8k
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
9657
28.8k
}
9658
9659
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
9660
// Must be called during or before EndFrame().
9661
// This is generally flawed as we are not necessarily End/Popping things in the right order.
9662
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
9663
// FIXME: Can't recover from interleaved BeginTabBar/Begin
9664
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9665
0
{
9666
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
9667
0
    ImGuiContext& g = *GImGui;
9668
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
9669
0
    {
9670
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
9671
0
        ImGuiWindow* window = g.CurrentWindow;
9672
0
        if (g.CurrentWindowStack.Size == 1)
9673
0
        {
9674
0
            IM_ASSERT(window->IsFallbackWindow);
9675
0
            break;
9676
0
        }
9677
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
9678
0
        {
9679
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
9680
0
            EndChild();
9681
0
        }
9682
0
        else
9683
0
        {
9684
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
9685
0
            End();
9686
0
        }
9687
0
    }
9688
0
}
9689
9690
// Must be called before End()/EndChild()
9691
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9692
0
{
9693
0
    ImGuiContext& g = *GImGui;
9694
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
9695
0
    {
9696
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
9697
0
        EndTable();
9698
0
    }
9699
9700
0
    ImGuiWindow* window = g.CurrentWindow;
9701
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
9702
0
    IM_ASSERT(window != NULL);
9703
0
    while (g.CurrentTabBar != NULL) //-V1044
9704
0
    {
9705
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
9706
0
        EndTabBar();
9707
0
    }
9708
0
    while (window->DC.TreeDepth > 0)
9709
0
    {
9710
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
9711
0
        TreePop();
9712
0
    }
9713
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
9714
0
    {
9715
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
9716
0
        EndGroup();
9717
0
    }
9718
0
    while (window->IDStack.Size > 1)
9719
0
    {
9720
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
9721
0
        PopID();
9722
0
    }
9723
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
9724
0
    {
9725
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
9726
0
        EndDisabled();
9727
0
    }
9728
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
9729
0
    {
9730
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
9731
0
        PopStyleColor();
9732
0
    }
9733
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
9734
0
    {
9735
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
9736
0
        PopItemFlag();
9737
0
    }
9738
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
9739
0
    {
9740
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
9741
0
        PopStyleVar();
9742
0
    }
9743
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
9744
0
    {
9745
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
9746
0
        PopFocusScope();
9747
0
    }
9748
0
}
9749
9750
// Save current stack sizes for later compare
9751
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
9752
86.4k
{
9753
86.4k
    ImGuiContext& g = *ctx;
9754
86.4k
    ImGuiWindow* window = g.CurrentWindow;
9755
86.4k
    SizeOfIDStack = (short)window->IDStack.Size;
9756
86.4k
    SizeOfColorStack = (short)g.ColorStack.Size;
9757
86.4k
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
9758
86.4k
    SizeOfFontStack = (short)g.FontStack.Size;
9759
86.4k
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
9760
86.4k
    SizeOfGroupStack = (short)g.GroupStack.Size;
9761
86.4k
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
9762
86.4k
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
9763
86.4k
    SizeOfDisabledStack = (short)g.DisabledStackSize;
9764
86.4k
}
9765
9766
// Compare to detect usage errors
9767
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
9768
86.4k
{
9769
86.4k
    ImGuiContext& g = *ctx;
9770
86.4k
    ImGuiWindow* window = g.CurrentWindow;
9771
86.4k
    IM_UNUSED(window);
9772
9773
    // Window stacks
9774
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
9775
86.4k
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
9776
9777
    // Global stacks
9778
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
9779
86.4k
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
9780
86.4k
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
9781
86.4k
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
9782
86.4k
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
9783
86.4k
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
9784
86.4k
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
9785
86.4k
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
9786
86.4k
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
9787
86.4k
}
9788
9789
9790
//-----------------------------------------------------------------------------
9791
// [SECTION] LAYOUT
9792
//-----------------------------------------------------------------------------
9793
// - ItemSize()
9794
// - ItemAdd()
9795
// - SameLine()
9796
// - GetCursorScreenPos()
9797
// - SetCursorScreenPos()
9798
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
9799
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
9800
// - GetCursorStartPos()
9801
// - Indent()
9802
// - Unindent()
9803
// - SetNextItemWidth()
9804
// - PushItemWidth()
9805
// - PushMultiItemsWidths()
9806
// - PopItemWidth()
9807
// - CalcItemWidth()
9808
// - CalcItemSize()
9809
// - GetTextLineHeight()
9810
// - GetTextLineHeightWithSpacing()
9811
// - GetFrameHeight()
9812
// - GetFrameHeightWithSpacing()
9813
// - GetContentRegionMax()
9814
// - GetContentRegionMaxAbs() [Internal]
9815
// - GetContentRegionAvail(),
9816
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
9817
// - BeginGroup()
9818
// - EndGroup()
9819
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
9820
//-----------------------------------------------------------------------------
9821
9822
// Advance cursor given item size for layout.
9823
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
9824
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
9825
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
9826
51.4k
{
9827
51.4k
    ImGuiContext& g = *GImGui;
9828
51.4k
    ImGuiWindow* window = g.CurrentWindow;
9829
51.4k
    if (window->SkipItems)
9830
0
        return;
9831
9832
    // We increase the height in this function to accommodate for baseline offset.
9833
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
9834
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
9835
51.4k
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
9836
9837
51.4k
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
9838
51.4k
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
9839
9840
    // Always align ourselves on pixel boundaries
9841
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
9842
51.4k
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
9843
51.4k
    window->DC.CursorPosPrevLine.y = line_y1;
9844
51.4k
    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
9845
51.4k
    window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
9846
51.4k
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
9847
51.4k
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
9848
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
9849
9850
51.4k
    window->DC.PrevLineSize.y = line_height;
9851
51.4k
    window->DC.CurrLineSize.y = 0.0f;
9852
51.4k
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
9853
51.4k
    window->DC.CurrLineTextBaseOffset = 0.0f;
9854
51.4k
    window->DC.IsSameLine = window->DC.IsSetPos = false;
9855
9856
    // Horizontal layout mode
9857
51.4k
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
9858
0
        SameLine();
9859
51.4k
}
9860
9861
// Declare item bounding box for clipping and interaction.
9862
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
9863
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
9864
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
9865
167k
{
9866
167k
    ImGuiContext& g = *GImGui;
9867
167k
    ImGuiWindow* window = g.CurrentWindow;
9868
9869
    // Set item data
9870
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
9871
167k
    g.LastItemData.ID = id;
9872
167k
    g.LastItemData.Rect = bb;
9873
167k
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
9874
167k
    g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags;
9875
167k
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
9876
9877
    // Directional navigation processing
9878
167k
    if (id != 0)
9879
144k
    {
9880
144k
        KeepAliveID(id);
9881
9882
        // Runs prior to clipping early-out
9883
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
9884
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
9885
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
9886
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
9887
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
9888
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
9889
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
9890
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
9891
144k
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
9892
85.5k
        {
9893
85.5k
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
9894
85.5k
            if (g.NavId == id || g.NavAnyRequest)
9895
6.66k
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
9896
783
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
9897
783
                        NavProcessItem();
9898
85.5k
        }
9899
9900
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
9901
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
9902
        // READ THE FAQ: https://dearimgui.org/faq
9903
144k
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
9904
144k
    }
9905
167k
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
9906
9907
#ifdef IMGUI_ENABLE_TEST_ENGINE
9908
    if (id != 0)
9909
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
9910
#endif
9911
9912
    // Clipping test
9913
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
9914
    //const bool is_clipped = IsClippedEx(bb, id);
9915
    //if (is_clipped)
9916
    //    return false;
9917
167k
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
9918
167k
    if (!is_rect_visible)
9919
41.0k
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
9920
40.8k
            if (!g.LogEnabled)
9921
40.8k
                return false;
9922
9923
    // [DEBUG]
9924
126k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9925
126k
    if (id != 0 && id == g.DebugLocateId)
9926
0
        DebugLocateItemResolveWithLastItem();
9927
126k
#endif
9928
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
9929
9930
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
9931
126k
    if (is_rect_visible)
9932
126k
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
9933
126k
    if (IsMouseHoveringRect(bb.Min, bb.Max))
9934
1.94k
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
9935
126k
    return true;
9936
167k
}
9937
9938
// Gets back to previous line and continue with horizontal layout
9939
//      offset_from_start_x == 0 : follow right after previous item
9940
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
9941
//      spacing_w < 0            : use default spacing if pos_x == 0, no spacing if pos_x != 0
9942
//      spacing_w >= 0           : enforce spacing amount
9943
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
9944
0
{
9945
0
    ImGuiContext& g = *GImGui;
9946
0
    ImGuiWindow* window = g.CurrentWindow;
9947
0
    if (window->SkipItems)
9948
0
        return;
9949
9950
0
    if (offset_from_start_x != 0.0f)
9951
0
    {
9952
0
        if (spacing_w < 0.0f)
9953
0
            spacing_w = 0.0f;
9954
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
9955
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
9956
0
    }
9957
0
    else
9958
0
    {
9959
0
        if (spacing_w < 0.0f)
9960
0
            spacing_w = g.Style.ItemSpacing.x;
9961
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
9962
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
9963
0
    }
9964
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
9965
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
9966
0
    window->DC.IsSameLine = true;
9967
0
}
9968
9969
ImVec2 ImGui::GetCursorScreenPos()
9970
35.5k
{
9971
35.5k
    ImGuiWindow* window = GetCurrentWindowRead();
9972
35.5k
    return window->DC.CursorPos;
9973
35.5k
}
9974
9975
// 2022/08/05: Setting cursor position also extend boundaries (via modifying CursorMaxPos) used to compute window size, group size etc.
9976
// I believe this was is a judicious choice but it's probably being relied upon (it has been the case since 1.31 and 1.50)
9977
// It would be sane if we requested user to use SetCursorPos() + Dummy(ImVec2(0,0)) to extend CursorMaxPos...
9978
void ImGui::SetCursorScreenPos(const ImVec2& pos)
9979
0
{
9980
0
    ImGuiWindow* window = GetCurrentWindow();
9981
0
    window->DC.CursorPos = pos;
9982
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9983
0
    window->DC.IsSetPos = true;
9984
0
}
9985
9986
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
9987
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
9988
ImVec2 ImGui::GetCursorPos()
9989
0
{
9990
0
    ImGuiWindow* window = GetCurrentWindowRead();
9991
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
9992
0
}
9993
9994
float ImGui::GetCursorPosX()
9995
0
{
9996
0
    ImGuiWindow* window = GetCurrentWindowRead();
9997
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
9998
0
}
9999
10000
float ImGui::GetCursorPosY()
10001
0
{
10002
0
    ImGuiWindow* window = GetCurrentWindowRead();
10003
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10004
0
}
10005
10006
void ImGui::SetCursorPos(const ImVec2& local_pos)
10007
0
{
10008
0
    ImGuiWindow* window = GetCurrentWindow();
10009
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10010
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10011
0
    window->DC.IsSetPos = true;
10012
0
}
10013
10014
void ImGui::SetCursorPosX(float x)
10015
0
{
10016
0
    ImGuiWindow* window = GetCurrentWindow();
10017
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10018
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10019
0
    window->DC.IsSetPos = true;
10020
0
}
10021
10022
void ImGui::SetCursorPosY(float y)
10023
0
{
10024
0
    ImGuiWindow* window = GetCurrentWindow();
10025
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10026
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10027
0
    window->DC.IsSetPos = true;
10028
0
}
10029
10030
ImVec2 ImGui::GetCursorStartPos()
10031
0
{
10032
0
    ImGuiWindow* window = GetCurrentWindowRead();
10033
0
    return window->DC.CursorStartPos - window->Pos;
10034
0
}
10035
10036
void ImGui::Indent(float indent_w)
10037
0
{
10038
0
    ImGuiContext& g = *GImGui;
10039
0
    ImGuiWindow* window = GetCurrentWindow();
10040
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10041
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10042
0
}
10043
10044
void ImGui::Unindent(float indent_w)
10045
0
{
10046
0
    ImGuiContext& g = *GImGui;
10047
0
    ImGuiWindow* window = GetCurrentWindow();
10048
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10049
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10050
0
}
10051
10052
// Affect large frame+labels widgets only.
10053
void ImGui::SetNextItemWidth(float item_width)
10054
0
{
10055
0
    ImGuiContext& g = *GImGui;
10056
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10057
0
    g.NextItemData.Width = item_width;
10058
0
}
10059
10060
// FIXME: Remove the == 0.0f behavior?
10061
void ImGui::PushItemWidth(float item_width)
10062
0
{
10063
0
    ImGuiContext& g = *GImGui;
10064
0
    ImGuiWindow* window = g.CurrentWindow;
10065
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10066
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10067
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10068
0
}
10069
10070
void ImGui::PushMultiItemsWidths(int components, float w_full)
10071
0
{
10072
0
    ImGuiContext& g = *GImGui;
10073
0
    ImGuiWindow* window = g.CurrentWindow;
10074
0
    const ImGuiStyle& style = g.Style;
10075
0
    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
10076
0
    const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
10077
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10078
0
    window->DC.ItemWidthStack.push_back(w_item_last);
10079
0
    for (int i = 0; i < components - 2; i++)
10080
0
        window->DC.ItemWidthStack.push_back(w_item_one);
10081
0
    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
10082
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10083
0
}
10084
10085
void ImGui::PopItemWidth()
10086
0
{
10087
0
    ImGuiWindow* window = GetCurrentWindow();
10088
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10089
0
    window->DC.ItemWidthStack.pop_back();
10090
0
}
10091
10092
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10093
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10094
float ImGui::CalcItemWidth()
10095
0
{
10096
0
    ImGuiContext& g = *GImGui;
10097
0
    ImGuiWindow* window = g.CurrentWindow;
10098
0
    float w;
10099
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10100
0
        w = g.NextItemData.Width;
10101
0
    else
10102
0
        w = window->DC.ItemWidth;
10103
0
    if (w < 0.0f)
10104
0
    {
10105
0
        float region_max_x = GetContentRegionMaxAbs().x;
10106
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10107
0
    }
10108
0
    w = IM_FLOOR(w);
10109
0
    return w;
10110
0
}
10111
10112
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10113
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10114
// Note that only CalcItemWidth() is publicly exposed.
10115
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10116
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10117
0
{
10118
0
    ImGuiContext& g = *GImGui;
10119
0
    ImGuiWindow* window = g.CurrentWindow;
10120
10121
0
    ImVec2 region_max;
10122
0
    if (size.x < 0.0f || size.y < 0.0f)
10123
0
        region_max = GetContentRegionMaxAbs();
10124
10125
0
    if (size.x == 0.0f)
10126
0
        size.x = default_w;
10127
0
    else if (size.x < 0.0f)
10128
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10129
10130
0
    if (size.y == 0.0f)
10131
0
        size.y = default_h;
10132
0
    else if (size.y < 0.0f)
10133
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10134
10135
0
    return size;
10136
0
}
10137
10138
float ImGui::GetTextLineHeight()
10139
0
{
10140
0
    ImGuiContext& g = *GImGui;
10141
0
    return g.FontSize;
10142
0
}
10143
10144
float ImGui::GetTextLineHeightWithSpacing()
10145
28.8k
{
10146
28.8k
    ImGuiContext& g = *GImGui;
10147
28.8k
    return g.FontSize + g.Style.ItemSpacing.y;
10148
28.8k
}
10149
10150
float ImGui::GetFrameHeight()
10151
18
{
10152
18
    ImGuiContext& g = *GImGui;
10153
18
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10154
18
}
10155
10156
float ImGui::GetFrameHeightWithSpacing()
10157
0
{
10158
0
    ImGuiContext& g = *GImGui;
10159
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10160
0
}
10161
10162
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10163
10164
// FIXME: This is in window space (not screen space!).
10165
ImVec2 ImGui::GetContentRegionMax()
10166
0
{
10167
0
    ImGuiContext& g = *GImGui;
10168
0
    ImGuiWindow* window = g.CurrentWindow;
10169
0
    ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
10170
0
    if (window->DC.CurrentColumns || g.CurrentTable)
10171
0
        mx.x = window->WorkRect.Max.x - window->Pos.x;
10172
0
    return mx;
10173
0
}
10174
10175
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10176
ImVec2 ImGui::GetContentRegionMaxAbs()
10177
28.8k
{
10178
28.8k
    ImGuiContext& g = *GImGui;
10179
28.8k
    ImGuiWindow* window = g.CurrentWindow;
10180
28.8k
    ImVec2 mx = window->ContentRegionRect.Max;
10181
28.8k
    if (window->DC.CurrentColumns || g.CurrentTable)
10182
0
        mx.x = window->WorkRect.Max.x;
10183
28.8k
    return mx;
10184
28.8k
}
10185
10186
ImVec2 ImGui::GetContentRegionAvail()
10187
28.8k
{
10188
28.8k
    ImGuiWindow* window = GImGui->CurrentWindow;
10189
28.8k
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10190
28.8k
}
10191
10192
// In window space (not screen space!)
10193
ImVec2 ImGui::GetWindowContentRegionMin()
10194
0
{
10195
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10196
0
    return window->ContentRegionRect.Min - window->Pos;
10197
0
}
10198
10199
ImVec2 ImGui::GetWindowContentRegionMax()
10200
28.8k
{
10201
28.8k
    ImGuiWindow* window = GImGui->CurrentWindow;
10202
28.8k
    return window->ContentRegionRect.Max - window->Pos;
10203
28.8k
}
10204
10205
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10206
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10207
// FIXME-OPT: Could we safely early out on ->SkipItems?
10208
void ImGui::BeginGroup()
10209
0
{
10210
0
    ImGuiContext& g = *GImGui;
10211
0
    ImGuiWindow* window = g.CurrentWindow;
10212
10213
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10214
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10215
0
    group_data.WindowID = window->ID;
10216
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10217
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10218
0
    group_data.BackupIndent = window->DC.Indent;
10219
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10220
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10221
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10222
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10223
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10224
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10225
0
    group_data.EmitItem = true;
10226
10227
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10228
0
    window->DC.Indent = window->DC.GroupOffset;
10229
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10230
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10231
0
    if (g.LogEnabled)
10232
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10233
0
}
10234
10235
void ImGui::EndGroup()
10236
0
{
10237
0
    ImGuiContext& g = *GImGui;
10238
0
    ImGuiWindow* window = g.CurrentWindow;
10239
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10240
10241
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10242
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10243
10244
0
    if (window->DC.IsSetPos)
10245
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10246
10247
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10248
10249
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10250
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10251
0
    window->DC.Indent = group_data.BackupIndent;
10252
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10253
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10254
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10255
0
    if (g.LogEnabled)
10256
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10257
10258
0
    if (!group_data.EmitItem)
10259
0
    {
10260
0
        g.GroupStack.pop_back();
10261
0
        return;
10262
0
    }
10263
10264
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10265
0
    ItemSize(group_bb.GetSize());
10266
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10267
10268
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10269
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10270
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10271
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10272
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10273
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10274
0
    if (group_contains_curr_active_id)
10275
0
        g.LastItemData.ID = g.ActiveId;
10276
0
    else if (group_contains_prev_active_id)
10277
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10278
0
    g.LastItemData.Rect = group_bb;
10279
10280
    // Forward Hovered flag
10281
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10282
0
    if (group_contains_curr_hovered_id)
10283
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10284
10285
    // Forward Edited flag
10286
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10287
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10288
10289
    // Forward Deactivated flag
10290
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10291
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10292
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10293
10294
0
    g.GroupStack.pop_back();
10295
    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10296
0
}
10297
10298
10299
//-----------------------------------------------------------------------------
10300
// [SECTION] SCROLLING
10301
//-----------------------------------------------------------------------------
10302
10303
// Helper to snap on edges when aiming at an item very close to the edge,
10304
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10305
// When we refactor the scrolling API this may be configurable with a flag?
10306
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10307
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10308
0
{
10309
0
    if (target <= snap_min + snap_threshold)
10310
0
        return ImLerp(snap_min, target, center_ratio);
10311
0
    if (target >= snap_max - snap_threshold)
10312
0
        return ImLerp(target, snap_max, center_ratio);
10313
0
    return target;
10314
0
}
10315
10316
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10317
86.5k
{
10318
86.5k
    ImVec2 scroll = window->Scroll;
10319
86.5k
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10320
259k
    for (int axis = 0; axis < 2; axis++)
10321
173k
    {
10322
173k
        if (window->ScrollTarget[axis] < FLT_MAX)
10323
28.0k
        {
10324
28.0k
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10325
28.0k
            float scroll_target = window->ScrollTarget[axis];
10326
28.0k
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10327
0
            {
10328
0
                float snap_min = 0.0f;
10329
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10330
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10331
0
            }
10332
28.0k
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10333
28.0k
        }
10334
173k
        scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f));
10335
173k
        if (!window->Collapsed && !window->SkipItems)
10336
160k
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10337
173k
    }
10338
86.5k
    return scroll;
10339
86.5k
}
10340
10341
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10342
0
{
10343
0
    ImGuiContext& g = *GImGui;
10344
0
    ImGuiWindow* window = g.CurrentWindow;
10345
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10346
0
}
10347
10348
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10349
0
{
10350
0
    ScrollToRectEx(window, item_rect, flags);
10351
0
}
10352
10353
// Scroll to keep newly navigated item fully into view
10354
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10355
94
{
10356
94
    ImGuiContext& g = *GImGui;
10357
94
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10358
94
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10359
94
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10360
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10361
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10362
10363
    // Check that only one behavior is selected per axis
10364
94
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10365
94
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10366
10367
    // Defaults
10368
94
    ImGuiScrollFlags in_flags = flags;
10369
94
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10370
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10371
94
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10372
71
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10373
10374
94
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10375
94
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10376
94
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10377
94
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10378
10379
94
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10380
0
    {
10381
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10382
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10383
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10384
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10385
0
    }
10386
94
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10387
0
    {
10388
0
        if (can_be_fully_visible_x)
10389
0
            SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10390
0
        else
10391
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10392
0
    }
10393
10394
94
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10395
0
    {
10396
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10397
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10398
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10399
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10400
0
    }
10401
94
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10402
0
    {
10403
0
        if (can_be_fully_visible_y)
10404
0
            SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10405
0
        else
10406
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10407
0
    }
10408
10409
94
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10410
94
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10411
10412
    // Also scroll parent window to keep us into view if necessary
10413
94
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10414
0
    {
10415
        // FIXME-SCROLL: May be an option?
10416
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10417
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10418
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10419
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10420
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10421
0
    }
10422
10423
94
    return delta_scroll;
10424
94
}
10425
10426
float ImGui::GetScrollX()
10427
43.8k
{
10428
43.8k
    ImGuiWindow* window = GImGui->CurrentWindow;
10429
43.8k
    return window->Scroll.x;
10430
43.8k
}
10431
10432
float ImGui::GetScrollY()
10433
43.8k
{
10434
43.8k
    ImGuiWindow* window = GImGui->CurrentWindow;
10435
43.8k
    return window->Scroll.y;
10436
43.8k
}
10437
10438
float ImGui::GetScrollMaxX()
10439
0
{
10440
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10441
0
    return window->ScrollMax.x;
10442
0
}
10443
10444
float ImGui::GetScrollMaxY()
10445
0
{
10446
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10447
0
    return window->ScrollMax.y;
10448
0
}
10449
10450
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10451
15.5k
{
10452
15.5k
    window->ScrollTarget.x = scroll_x;
10453
15.5k
    window->ScrollTargetCenterRatio.x = 0.0f;
10454
15.5k
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10455
15.5k
}
10456
10457
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10458
13.1k
{
10459
13.1k
    window->ScrollTarget.y = scroll_y;
10460
13.1k
    window->ScrollTargetCenterRatio.y = 0.0f;
10461
13.1k
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10462
13.1k
}
10463
10464
void ImGui::SetScrollX(float scroll_x)
10465
15.0k
{
10466
15.0k
    ImGuiContext& g = *GImGui;
10467
15.0k
    SetScrollX(g.CurrentWindow, scroll_x);
10468
15.0k
}
10469
10470
void ImGui::SetScrollY(float scroll_y)
10471
11.9k
{
10472
11.9k
    ImGuiContext& g = *GImGui;
10473
11.9k
    SetScrollY(g.CurrentWindow, scroll_y);
10474
11.9k
}
10475
10476
// Note that a local position will vary depending on initial scroll value,
10477
// This is a little bit confusing so bear with us:
10478
//  - local_pos = (absolution_pos - window->Pos)
10479
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10480
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10481
//  - They mostly exist because of legacy API.
10482
// Following the rules above, when trying to work with scrolling code, consider that:
10483
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10484
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10485
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10486
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10487
0
{
10488
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10489
0
    window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10490
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10491
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10492
0
}
10493
10494
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10495
0
{
10496
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10497
0
    window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10498
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10499
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10500
0
}
10501
10502
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10503
0
{
10504
0
    ImGuiContext& g = *GImGui;
10505
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10506
0
}
10507
10508
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10509
0
{
10510
0
    ImGuiContext& g = *GImGui;
10511
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10512
0
}
10513
10514
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10515
void ImGui::SetScrollHereX(float center_x_ratio)
10516
0
{
10517
0
    ImGuiContext& g = *GImGui;
10518
0
    ImGuiWindow* window = g.CurrentWindow;
10519
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
10520
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
10521
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
10522
10523
    // Tweak: snap on edges when aiming at an item very close to the edge
10524
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
10525
0
}
10526
10527
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
10528
void ImGui::SetScrollHereY(float center_y_ratio)
10529
0
{
10530
0
    ImGuiContext& g = *GImGui;
10531
0
    ImGuiWindow* window = g.CurrentWindow;
10532
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
10533
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
10534
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
10535
10536
    // Tweak: snap on edges when aiming at an item very close to the edge
10537
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
10538
0
}
10539
10540
//-----------------------------------------------------------------------------
10541
// [SECTION] TOOLTIPS
10542
//-----------------------------------------------------------------------------
10543
10544
bool ImGui::BeginTooltip()
10545
0
{
10546
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10547
0
}
10548
10549
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
10550
0
{
10551
0
    ImGuiContext& g = *GImGui;
10552
10553
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
10554
0
    {
10555
        // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
10556
        // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
10557
        // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.
10558
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
10559
0
        ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
10560
0
        SetNextWindowPos(tooltip_pos);
10561
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
10562
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
10563
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip;
10564
0
    }
10565
10566
0
    char window_name[16];
10567
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
10568
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip)
10569
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
10570
0
            if (window->Active)
10571
0
            {
10572
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
10573
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(window);
10574
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
10575
0
            }
10576
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
10577
0
    Begin(window_name, NULL, flags | extra_window_flags);
10578
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
10579
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
10580
    //if (!ret)
10581
    //    End();
10582
    //return ret;
10583
0
    return true;
10584
0
}
10585
10586
void ImGui::EndTooltip()
10587
0
{
10588
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
10589
0
    End();
10590
0
}
10591
10592
void ImGui::SetTooltipV(const char* fmt, va_list args)
10593
0
{
10594
0
    BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None);
10595
0
    TextV(fmt, args);
10596
0
    EndTooltip();
10597
0
}
10598
10599
void ImGui::SetTooltip(const char* fmt, ...)
10600
0
{
10601
0
    va_list args;
10602
0
    va_start(args, fmt);
10603
0
    SetTooltipV(fmt, args);
10604
0
    va_end(args);
10605
0
}
10606
10607
//-----------------------------------------------------------------------------
10608
// [SECTION] POPUPS
10609
//-----------------------------------------------------------------------------
10610
10611
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
10612
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
10613
0
{
10614
0
    ImGuiContext& g = *GImGui;
10615
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
10616
0
    {
10617
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
10618
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
10619
0
        IM_ASSERT(id == 0);
10620
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10621
0
            return g.OpenPopupStack.Size > 0;
10622
0
        else
10623
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
10624
0
    }
10625
0
    else
10626
0
    {
10627
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10628
0
        {
10629
            // Return true if the popup is open anywhere in the popup stack
10630
0
            for (int n = 0; n < g.OpenPopupStack.Size; n++)
10631
0
                if (g.OpenPopupStack[n].PopupId == id)
10632
0
                    return true;
10633
0
            return false;
10634
0
        }
10635
0
        else
10636
0
        {
10637
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
10638
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
10639
0
        }
10640
0
    }
10641
0
}
10642
10643
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
10644
0
{
10645
0
    ImGuiContext& g = *GImGui;
10646
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
10647
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
10648
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
10649
0
    return IsPopupOpen(id, popup_flags);
10650
0
}
10651
10652
ImGuiWindow* ImGui::GetTopMostPopupModal()
10653
87.1k
{
10654
87.1k
    ImGuiContext& g = *GImGui;
10655
87.1k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10656
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10657
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
10658
0
                return popup;
10659
87.1k
    return NULL;
10660
87.1k
}
10661
10662
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
10663
28.8k
{
10664
28.8k
    ImGuiContext& g = *GImGui;
10665
28.8k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10666
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10667
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
10668
0
                return popup;
10669
28.8k
    return NULL;
10670
28.8k
}
10671
10672
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
10673
0
{
10674
0
    ImGuiContext& g = *GImGui;
10675
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
10676
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
10677
0
    OpenPopupEx(id, popup_flags);
10678
0
}
10679
10680
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
10681
0
{
10682
0
    OpenPopupEx(id, popup_flags);
10683
0
}
10684
10685
// Mark popup as open (toggle toward open state).
10686
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
10687
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
10688
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
10689
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
10690
0
{
10691
0
    ImGuiContext& g = *GImGui;
10692
0
    ImGuiWindow* parent_window = g.CurrentWindow;
10693
0
    const int current_stack_size = g.BeginPopupStack.Size;
10694
10695
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
10696
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
10697
0
            return;
10698
10699
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
10700
0
    popup_ref.PopupId = id;
10701
0
    popup_ref.Window = NULL;
10702
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
10703
0
    popup_ref.OpenFrameCount = g.FrameCount;
10704
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
10705
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
10706
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
10707
10708
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
10709
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
10710
0
    {
10711
0
        g.OpenPopupStack.push_back(popup_ref);
10712
0
    }
10713
0
    else
10714
0
    {
10715
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
10716
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
10717
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
10718
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
10719
0
        {
10720
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
10721
0
        }
10722
0
        else
10723
0
        {
10724
            // Close child popups if any, then flag popup for open/reopen
10725
0
            ClosePopupToLevel(current_stack_size, false);
10726
0
            g.OpenPopupStack.push_back(popup_ref);
10727
0
        }
10728
10729
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
10730
        // This is equivalent to what ClosePopupToLevel() does.
10731
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
10732
        //    FocusWindow(parent_window);
10733
0
    }
10734
0
}
10735
10736
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
10737
// This function closes any popups that are over 'ref_window'.
10738
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
10739
8.29k
{
10740
8.29k
    ImGuiContext& g = *GImGui;
10741
8.29k
    if (g.OpenPopupStack.Size == 0)
10742
8.29k
        return;
10743
10744
    // Don't close our own child popup windows.
10745
0
    int popup_count_to_keep = 0;
10746
0
    if (ref_window)
10747
0
    {
10748
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
10749
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
10750
0
        {
10751
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
10752
0
            if (!popup.Window)
10753
0
                continue;
10754
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
10755
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
10756
0
                continue;
10757
10758
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
10759
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
10760
            //     Window -> Popup1 -> Popup2 -> Popup3
10761
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
10762
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
10763
0
            bool ref_window_is_descendent_of_popup = false;
10764
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
10765
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
10766
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
10767
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
10768
0
                    {
10769
0
                        ref_window_is_descendent_of_popup = true;
10770
0
                        break;
10771
0
                    }
10772
0
            if (!ref_window_is_descendent_of_popup)
10773
0
                break;
10774
0
        }
10775
0
    }
10776
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
10777
0
    {
10778
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
10779
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
10780
0
    }
10781
0
}
10782
10783
void ImGui::ClosePopupsExceptModals()
10784
0
{
10785
0
    ImGuiContext& g = *GImGui;
10786
10787
0
    int popup_count_to_keep;
10788
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
10789
0
    {
10790
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
10791
0
        if (!window || window->Flags & ImGuiWindowFlags_Modal)
10792
0
            break;
10793
0
    }
10794
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
10795
0
        ClosePopupToLevel(popup_count_to_keep, true);
10796
0
}
10797
10798
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
10799
0
{
10800
0
    ImGuiContext& g = *GImGui;
10801
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
10802
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
10803
10804
    // Trim open popup stack
10805
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
10806
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
10807
0
    g.OpenPopupStack.resize(remaining);
10808
10809
0
    if (restore_focus_to_window_under_popup)
10810
0
    {
10811
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
10812
0
        if (focus_window && !focus_window->WasActive && popup_window)
10813
0
        {
10814
            // Fallback
10815
0
            FocusTopMostWindowUnderOne(popup_window, NULL);
10816
0
        }
10817
0
        else
10818
0
        {
10819
0
            if (g.NavLayer == ImGuiNavLayer_Main && focus_window)
10820
0
                focus_window = NavRestoreLastChildNavWindow(focus_window);
10821
0
            FocusWindow(focus_window);
10822
0
        }
10823
0
    }
10824
0
}
10825
10826
// Close the popup we have begin-ed into.
10827
void ImGui::CloseCurrentPopup()
10828
0
{
10829
0
    ImGuiContext& g = *GImGui;
10830
0
    int popup_idx = g.BeginPopupStack.Size - 1;
10831
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
10832
0
        return;
10833
10834
    // Closing a menu closes its top-most parent popup (unless a modal)
10835
0
    while (popup_idx > 0)
10836
0
    {
10837
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
10838
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
10839
0
        bool close_parent = false;
10840
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
10841
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
10842
0
                close_parent = true;
10843
0
        if (!close_parent)
10844
0
            break;
10845
0
        popup_idx--;
10846
0
    }
10847
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
10848
0
    ClosePopupToLevel(popup_idx, true);
10849
10850
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
10851
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
10852
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
10853
0
    if (ImGuiWindow* window = g.NavWindow)
10854
0
        window->DC.NavHideHighlightOneFrame = true;
10855
0
}
10856
10857
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
10858
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
10859
0
{
10860
0
    ImGuiContext& g = *GImGui;
10861
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
10862
0
    {
10863
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
10864
0
        return false;
10865
0
    }
10866
10867
0
    char name[20];
10868
0
    if (flags & ImGuiWindowFlags_ChildMenu)
10869
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
10870
0
    else
10871
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
10872
10873
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
10874
0
    bool is_open = Begin(name, NULL, flags);
10875
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
10876
0
        EndPopup();
10877
10878
0
    return is_open;
10879
0
}
10880
10881
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
10882
0
{
10883
0
    ImGuiContext& g = *GImGui;
10884
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
10885
0
    {
10886
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
10887
0
        return false;
10888
0
    }
10889
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
10890
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
10891
0
    return BeginPopupEx(id, flags);
10892
0
}
10893
10894
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
10895
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
10896
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
10897
0
{
10898
0
    ImGuiContext& g = *GImGui;
10899
0
    ImGuiWindow* window = g.CurrentWindow;
10900
0
    const ImGuiID id = window->GetID(name);
10901
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
10902
0
    {
10903
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
10904
0
        return false;
10905
0
    }
10906
10907
    // Center modal windows by default for increased visibility
10908
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
10909
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
10910
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
10911
0
    {
10912
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
10913
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
10914
0
    }
10915
10916
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
10917
0
    const bool is_open = Begin(name, p_open, flags);
10918
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
10919
0
    {
10920
0
        EndPopup();
10921
0
        if (is_open)
10922
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
10923
0
        return false;
10924
0
    }
10925
0
    return is_open;
10926
0
}
10927
10928
void ImGui::EndPopup()
10929
0
{
10930
0
    ImGuiContext& g = *GImGui;
10931
0
    ImGuiWindow* window = g.CurrentWindow;
10932
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
10933
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
10934
10935
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
10936
0
    if (g.NavWindow == window)
10937
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
10938
10939
    // Child-popups don't need to be laid out
10940
0
    IM_ASSERT(g.WithinEndChild == false);
10941
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
10942
0
        g.WithinEndChild = true;
10943
0
    End();
10944
0
    g.WithinEndChild = false;
10945
0
}
10946
10947
// Helper to open a popup if mouse button is released over the item
10948
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
10949
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
10950
0
{
10951
0
    ImGuiContext& g = *GImGui;
10952
0
    ImGuiWindow* window = g.CurrentWindow;
10953
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
10954
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
10955
0
    {
10956
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
10957
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
10958
0
        OpenPopupEx(id, popup_flags);
10959
0
    }
10960
0
}
10961
10962
// This is a helper to handle the simplest case of associating one named popup to one given widget.
10963
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
10964
// - To create a popup with a specific identifier, pass it in str_id.
10965
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
10966
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
10967
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
10968
//   This is essentially the same as:
10969
//       id = str_id ? GetID(str_id) : GetItemID();
10970
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
10971
//       return BeginPopup(id);
10972
//   Which is essentially the same as:
10973
//       id = str_id ? GetID(str_id) : GetItemID();
10974
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
10975
//           OpenPopup(id);
10976
//       return BeginPopup(id);
10977
//   The main difference being that this is tweaked to avoid computing the ID twice.
10978
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
10979
0
{
10980
0
    ImGuiContext& g = *GImGui;
10981
0
    ImGuiWindow* window = g.CurrentWindow;
10982
0
    if (window->SkipItems)
10983
0
        return false;
10984
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
10985
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
10986
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
10987
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
10988
0
        OpenPopupEx(id, popup_flags);
10989
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
10990
0
}
10991
10992
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
10993
0
{
10994
0
    ImGuiContext& g = *GImGui;
10995
0
    ImGuiWindow* window = g.CurrentWindow;
10996
0
    if (!str_id)
10997
0
        str_id = "window_context";
10998
0
    ImGuiID id = window->GetID(str_id);
10999
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11000
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11001
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11002
0
            OpenPopupEx(id, popup_flags);
11003
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11004
0
}
11005
11006
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11007
0
{
11008
0
    ImGuiContext& g = *GImGui;
11009
0
    ImGuiWindow* window = g.CurrentWindow;
11010
0
    if (!str_id)
11011
0
        str_id = "void_context";
11012
0
    ImGuiID id = window->GetID(str_id);
11013
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11014
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11015
0
        if (GetTopMostPopupModal() == NULL)
11016
0
            OpenPopupEx(id, popup_flags);
11017
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11018
0
}
11019
11020
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11021
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11022
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11023
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11024
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11025
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11026
0
{
11027
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11028
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11029
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11030
11031
    // Combo Box policy (we want a connecting edge)
11032
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11033
0
    {
11034
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11035
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11036
0
        {
11037
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11038
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11039
0
                continue;
11040
0
            ImVec2 pos;
11041
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11042
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11043
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11044
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11045
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11046
0
                continue;
11047
0
            *last_dir = dir;
11048
0
            return pos;
11049
0
        }
11050
0
    }
11051
11052
    // Tooltip and Default popup policy
11053
    // (Always first try the direction we used on the last frame, if any)
11054
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11055
0
    {
11056
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11057
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11058
0
        {
11059
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11060
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11061
0
                continue;
11062
11063
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11064
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11065
11066
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11067
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11068
0
                continue;
11069
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11070
0
                continue;
11071
11072
0
            ImVec2 pos;
11073
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11074
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11075
11076
            // Clamp top-left corner of popup
11077
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11078
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11079
11080
0
            *last_dir = dir;
11081
0
            return pos;
11082
0
        }
11083
0
    }
11084
11085
    // Fallback when not enough room:
11086
0
    *last_dir = ImGuiDir_None;
11087
11088
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11089
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11090
0
        return ref_pos + ImVec2(2, 2);
11091
11092
    // Otherwise try to keep within display
11093
0
    ImVec2 pos = ref_pos;
11094
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11095
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11096
0
    return pos;
11097
0
}
11098
11099
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11100
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11101
0
{
11102
0
    ImGuiContext& g = *GImGui;
11103
0
    ImRect r_screen;
11104
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11105
0
    {
11106
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11107
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11108
0
        r_screen.Min = monitor.WorkPos;
11109
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11110
0
    }
11111
0
    else
11112
0
    {
11113
        // Use the full viewport area (not work area) for popups
11114
0
        r_screen = window->Viewport->GetMainRect();
11115
0
    }
11116
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11117
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11118
0
    return r_screen;
11119
0
}
11120
11121
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11122
0
{
11123
0
    ImGuiContext& g = *GImGui;
11124
11125
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11126
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11127
0
    {
11128
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11129
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11130
0
        ImGuiWindow* parent_window = window->ParentWindow;
11131
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11132
0
        ImRect r_avoid;
11133
0
        if (parent_window->DC.MenuBarAppending)
11134
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11135
0
        else
11136
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11137
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11138
0
    }
11139
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11140
0
    {
11141
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11142
0
    }
11143
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11144
0
    {
11145
        // Position tooltip (always follows mouse)
11146
0
        float sc = g.Style.MouseCursorScale;
11147
0
        ImVec2 ref_pos = NavCalcPreferredRefPos();
11148
0
        ImRect r_avoid;
11149
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11150
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11151
0
        else
11152
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11153
0
        return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11154
0
    }
11155
0
    IM_ASSERT(0);
11156
0
    return window->Pos;
11157
0
}
11158
11159
//-----------------------------------------------------------------------------
11160
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11161
//-----------------------------------------------------------------------------
11162
11163
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11164
// In our terminology those should be interchangeable, yet right now this is super confusing.
11165
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11166
11167
void ImGui::SetNavWindow(ImGuiWindow* window)
11168
8.11k
{
11169
8.11k
    ImGuiContext& g = *GImGui;
11170
8.11k
    if (g.NavWindow != window)
11171
8.11k
    {
11172
8.11k
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11173
8.11k
        g.NavWindow = window;
11174
8.11k
    }
11175
8.11k
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11176
8.11k
    NavUpdateAnyRequestFlag();
11177
8.11k
}
11178
11179
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11180
171
{
11181
171
    ImGuiContext& g = *GImGui;
11182
171
    IM_ASSERT(g.NavWindow != NULL);
11183
171
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11184
171
    g.NavId = id;
11185
171
    g.NavLayer = nav_layer;
11186
171
    g.NavFocusScopeId = focus_scope_id;
11187
171
    g.NavWindow->NavLastIds[nav_layer] = id;
11188
171
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11189
171
}
11190
11191
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11192
17
{
11193
17
    ImGuiContext& g = *GImGui;
11194
17
    IM_ASSERT(id != 0);
11195
11196
17
    if (g.NavWindow != window)
11197
17
       SetNavWindow(window);
11198
11199
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11200
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11201
17
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11202
17
    g.NavId = id;
11203
17
    g.NavLayer = nav_layer;
11204
17
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11205
17
    window->NavLastIds[nav_layer] = id;
11206
17
    if (g.LastItemData.ID == id)
11207
17
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11208
11209
17
    if (g.ActiveIdSource == ImGuiInputSource_Nav)
11210
0
        g.NavDisableMouseHover = true;
11211
17
    else
11212
17
        g.NavDisableHighlight = true;
11213
17
}
11214
11215
ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11216
153
{
11217
153
    if (ImFabs(dx) > ImFabs(dy))
11218
0
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11219
153
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11220
153
}
11221
11222
static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
11223
306
{
11224
306
    if (a1 < b0)
11225
89
        return a1 - b0;
11226
217
    if (b1 < a0)
11227
64
        return a0 - b1;
11228
153
    return 0.0f;
11229
217
}
11230
11231
static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)
11232
153
{
11233
153
    if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
11234
0
    {
11235
0
        r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);
11236
0
        r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);
11237
0
    }
11238
153
    else // FIXME: PageUp/PageDown are leaving move_dir == None
11239
153
    {
11240
153
        r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);
11241
153
        r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);
11242
153
    }
11243
153
}
11244
11245
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11246
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11247
369
{
11248
369
    ImGuiContext& g = *GImGui;
11249
369
    ImGuiWindow* window = g.CurrentWindow;
11250
369
    if (g.NavLayer != window->DC.NavLayerCurrent)
11251
216
        return false;
11252
11253
    // FIXME: Those are not good variables names
11254
153
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11255
153
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11256
153
    g.NavScoringDebugCount++;
11257
11258
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11259
153
    if (window->ParentWindow == g.NavWindow)
11260
0
    {
11261
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11262
0
        if (!window->ClipRect.Overlaps(cand))
11263
0
            return false;
11264
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11265
0
    }
11266
11267
    // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
11268
    // For example, this ensures that items in one column are not reached when moving vertically from items in another column.
11269
153
    NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
11270
11271
    // Compute distance between boxes
11272
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11273
153
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11274
153
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11275
153
    if (dby != 0.0f && dbx != 0.0f)
11276
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11277
153
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11278
11279
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11280
153
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11281
153
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11282
153
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11283
11284
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11285
153
    ImGuiDir quadrant;
11286
153
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11287
153
    if (dbx != 0.0f || dby != 0.0f)
11288
153
    {
11289
        // For non-overlapping boxes, use distance between boxes
11290
153
        dax = dbx;
11291
153
        day = dby;
11292
153
        dist_axial = dist_box;
11293
153
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11294
153
    }
11295
0
    else if (dcx != 0.0f || dcy != 0.0f)
11296
0
    {
11297
        // For overlapping boxes with different centers, use distance between centers
11298
0
        dax = dcx;
11299
0
        day = dcy;
11300
0
        dist_axial = dist_center;
11301
0
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11302
0
    }
11303
0
    else
11304
0
    {
11305
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11306
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11307
0
    }
11308
11309
#if IMGUI_DEBUG_NAV_SCORING
11310
    char buf[128];
11311
    if (IsMouseHoveringRect(cand.Min, cand.Max))
11312
    {
11313
        ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
11314
        ImDrawList* draw_list = GetForegroundDrawList(window);
11315
        draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
11316
        draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
11317
        draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));
11318
        draw_list->AddText(cand.Max, ~0U, buf);
11319
    }
11320
    else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
11321
    {
11322
        if (quadrant == g.NavMoveDir)
11323
        {
11324
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11325
            ImDrawList* draw_list = GetForegroundDrawList(window);
11326
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
11327
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11328
        }
11329
    }
11330
#endif
11331
11332
    // Is it in the quadrant we're interested in moving to?
11333
153
    bool new_best = false;
11334
153
    const ImGuiDir move_dir = g.NavMoveDir;
11335
153
    if (quadrant == move_dir)
11336
153
    {
11337
        // Does it beat the current best candidate?
11338
153
        if (dist_box < result->DistBox)
11339
153
        {
11340
153
            result->DistBox = dist_box;
11341
153
            result->DistCenter = dist_center;
11342
153
            return true;
11343
153
        }
11344
0
        if (dist_box == result->DistBox)
11345
0
        {
11346
            // Try using distance between center points to break ties
11347
0
            if (dist_center < result->DistCenter)
11348
0
            {
11349
0
                result->DistCenter = dist_center;
11350
0
                new_best = true;
11351
0
            }
11352
0
            else if (dist_center == result->DistCenter)
11353
0
            {
11354
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11355
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11356
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11357
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11358
0
                    new_best = true;
11359
0
            }
11360
0
        }
11361
0
    }
11362
11363
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11364
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11365
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11366
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11367
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11368
0
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11369
0
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11370
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11371
0
            {
11372
0
                result->DistAxial = dist_axial;
11373
0
                new_best = true;
11374
0
            }
11375
11376
0
    return new_best;
11377
153
}
11378
11379
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11380
180
{
11381
180
    ImGuiContext& g = *GImGui;
11382
180
    ImGuiWindow* window = g.CurrentWindow;
11383
180
    result->Window = window;
11384
180
    result->ID = g.LastItemData.ID;
11385
180
    result->FocusScopeId = g.CurrentFocusScopeId;
11386
180
    result->InFlags = g.LastItemData.InFlags;
11387
180
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11388
180
}
11389
11390
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11391
// This is called after LastItemData is set.
11392
static void ImGui::NavProcessItem()
11393
783
{
11394
783
    ImGuiContext& g = *GImGui;
11395
783
    ImGuiWindow* window = g.CurrentWindow;
11396
783
    const ImGuiID id = g.LastItemData.ID;
11397
783
    const ImRect nav_bb = g.LastItemData.NavRect;
11398
783
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11399
11400
    // Process Init Request
11401
783
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11402
1
    {
11403
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11404
1
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11405
1
        if (candidate_for_nav_default_focus || g.NavInitResultId == 0)
11406
1
        {
11407
1
            g.NavInitResultId = id;
11408
1
            g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb);
11409
1
        }
11410
1
        if (candidate_for_nav_default_focus)
11411
1
        {
11412
1
            g.NavInitRequest = false; // Found a match, clear request
11413
1
            NavUpdateAnyRequestFlag();
11414
1
        }
11415
1
    }
11416
11417
    // Process Move Request (scoring for navigation)
11418
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11419
783
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
11420
309
    {
11421
309
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;
11422
309
        if (is_tabbing)
11423
54
        {
11424
54
            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
11425
54
        }
11426
255
        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
11427
216
        {
11428
216
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11429
216
            if (NavScoreItem(result))
11430
87
                NavApplyItemToResult(result);
11431
11432
            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11433
216
            const float VISIBLE_RATIO = 0.70f;
11434
216
            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11435
153
                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11436
153
                    if (NavScoreItem(&g.NavMoveResultLocalVisible))
11437
66
                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11438
216
        }
11439
309
    }
11440
11441
    // Update window-relative bounding box of navigated item
11442
783
    if (g.NavId == id)
11443
624
    {
11444
624
        if (g.NavWindow != window)
11445
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11446
624
        g.NavLayer = window->DC.NavLayerCurrent;
11447
624
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11448
624
        g.NavIdIsAlive = true;
11449
624
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb);    // Store item bounding box (relative to window position)
11450
624
    }
11451
783
}
11452
11453
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11454
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
11455
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
11456
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
11457
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
11458
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
11459
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
11460
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
11461
54
{
11462
54
    ImGuiContext& g = *GImGui;
11463
11464
54
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
11465
54
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
11466
27
            return;
11467
11468
    // - Can always land on an item when using API call.
11469
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
11470
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
11471
27
    bool can_stop;
11472
27
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
11473
0
        can_stop = true;
11474
27
    else
11475
27
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
11476
11477
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
11478
27
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
11479
27
    if (g.NavTabbingDir == +1)
11480
27
    {
11481
        // Tab Forward or SetKeyboardFocusHere() with >= 0
11482
27
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
11483
27
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11484
27
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
11485
0
            NavMoveRequestResolveWithLastItem(result);
11486
27
        else if (g.NavId == id)
11487
27
            g.NavTabbingCounter = 1;
11488
27
    }
11489
0
    else if (g.NavTabbingDir == -1)
11490
0
    {
11491
        // Tab Backward
11492
0
        if (g.NavId == id)
11493
0
        {
11494
0
            if (result->ID)
11495
0
            {
11496
0
                g.NavMoveScoringItems = false;
11497
0
                NavUpdateAnyRequestFlag();
11498
0
            }
11499
0
        }
11500
0
        else if (can_stop)
11501
0
        {
11502
            // Keep applying until reaching NavId
11503
0
            NavApplyItemToResult(result);
11504
0
        }
11505
0
    }
11506
0
    else if (g.NavTabbingDir == 0)
11507
0
    {
11508
0
        if (can_stop && g.NavId == id)
11509
0
            NavMoveRequestResolveWithLastItem(result);
11510
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
11511
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11512
0
    }
11513
27
}
11514
11515
bool ImGui::NavMoveRequestButNoResultYet()
11516
25.8k
{
11517
25.8k
    ImGuiContext& g = *GImGui;
11518
25.8k
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
11519
25.8k
}
11520
11521
// FIXME: ScoringRect is not set
11522
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11523
2.07k
{
11524
2.07k
    ImGuiContext& g = *GImGui;
11525
2.07k
    IM_ASSERT(g.NavWindow != NULL);
11526
11527
2.07k
    if (move_flags & ImGuiNavMoveFlags_Tabbing)
11528
1.02k
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
11529
11530
2.07k
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
11531
2.07k
    g.NavMoveDir = move_dir;
11532
2.07k
    g.NavMoveDirForDebug = move_dir;
11533
2.07k
    g.NavMoveClipDir = clip_dir;
11534
2.07k
    g.NavMoveFlags = move_flags;
11535
2.07k
    g.NavMoveScrollFlags = scroll_flags;
11536
2.07k
    g.NavMoveForwardToNextFrame = false;
11537
2.07k
    g.NavMoveKeyMods = g.IO.KeyMods;
11538
2.07k
    g.NavMoveResultLocal.Clear();
11539
2.07k
    g.NavMoveResultLocalVisible.Clear();
11540
2.07k
    g.NavMoveResultOther.Clear();
11541
2.07k
    g.NavTabbingCounter = 0;
11542
2.07k
    g.NavTabbingResultFirst.Clear();
11543
2.07k
    NavUpdateAnyRequestFlag();
11544
2.07k
}
11545
11546
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
11547
0
{
11548
0
    ImGuiContext& g = *GImGui;
11549
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
11550
0
    NavApplyItemToResult(result);
11551
0
    NavUpdateAnyRequestFlag();
11552
0
}
11553
11554
void ImGui::NavMoveRequestCancel()
11555
21
{
11556
21
    ImGuiContext& g = *GImGui;
11557
21
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11558
21
    NavUpdateAnyRequestFlag();
11559
21
}
11560
11561
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
11562
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11563
0
{
11564
0
    ImGuiContext& g = *GImGui;
11565
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
11566
0
    NavMoveRequestCancel();
11567
0
    g.NavMoveForwardToNextFrame = true;
11568
0
    g.NavMoveDir = move_dir;
11569
0
    g.NavMoveClipDir = clip_dir;
11570
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
11571
0
    g.NavMoveScrollFlags = scroll_flags;
11572
0
}
11573
11574
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
11575
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
11576
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
11577
0
{
11578
0
    ImGuiContext& g = *GImGui;
11579
0
    IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
11580
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test
11581
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
11582
0
        g.NavMoveFlags |= wrap_flags;
11583
0
}
11584
11585
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
11586
// This way we could find the last focused window among our children. It would be much less confusing this way?
11587
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
11588
21.8k
{
11589
21.8k
    ImGuiWindow* parent = nav_window;
11590
43.1k
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
11591
21.3k
        parent = parent->ParentWindow;
11592
21.8k
    if (parent && parent != nav_window)
11593
21.3k
        parent->NavLastChildNavWindow = nav_window;
11594
21.8k
}
11595
11596
// Restore the last focused child.
11597
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
11598
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
11599
0
{
11600
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
11601
0
        return window->NavLastChildNavWindow;
11602
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
11603
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
11604
0
            return tab->Window;
11605
0
    return window;
11606
0
}
11607
11608
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
11609
0
{
11610
0
    ImGuiContext& g = *GImGui;
11611
0
    if (layer == ImGuiNavLayer_Main)
11612
0
    {
11613
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
11614
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
11615
0
        if (prev_nav_window)
11616
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
11617
0
    }
11618
0
    ImGuiWindow* window = g.NavWindow;
11619
0
    if (window->NavLastIds[layer] != 0)
11620
0
    {
11621
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
11622
0
    }
11623
0
    else
11624
0
    {
11625
0
        g.NavLayer = layer;
11626
0
        NavInitWindow(window, true);
11627
0
    }
11628
0
}
11629
11630
void ImGui::NavRestoreHighlightAfterMove()
11631
207
{
11632
207
    ImGuiContext& g = *GImGui;
11633
207
    g.NavDisableHighlight = false;
11634
207
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
11635
207
}
11636
11637
static inline void ImGui::NavUpdateAnyRequestFlag()
11638
39.0k
{
11639
39.0k
    ImGuiContext& g = *GImGui;
11640
39.0k
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
11641
39.0k
    if (g.NavAnyRequest)
11642
39.0k
        IM_ASSERT(g.NavWindow != NULL);
11643
39.0k
}
11644
11645
// This needs to be called before we submit any widget (aka in or before Begin)
11646
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
11647
2
{
11648
    // FIXME: ChildWindow test here is wrong for docking
11649
2
    ImGuiContext& g = *GImGui;
11650
2
    IM_ASSERT(window == g.NavWindow);
11651
11652
2
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
11653
0
    {
11654
0
        g.NavId = 0;
11655
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11656
0
        return;
11657
0
    }
11658
11659
2
    bool init_for_nav = false;
11660
2
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
11661
2
        init_for_nav = true;
11662
2
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
11663
2
    if (init_for_nav)
11664
2
    {
11665
2
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
11666
2
        g.NavInitRequest = true;
11667
2
        g.NavInitRequestFromMove = false;
11668
2
        g.NavInitResultId = 0;
11669
2
        g.NavInitResultRectRel = ImRect();
11670
2
        NavUpdateAnyRequestFlag();
11671
2
    }
11672
0
    else
11673
0
    {
11674
0
        g.NavId = window->NavLastIds[0];
11675
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11676
0
    }
11677
2
}
11678
11679
static ImVec2 ImGui::NavCalcPreferredRefPos()
11680
0
{
11681
0
    ImGuiContext& g = *GImGui;
11682
0
    ImGuiWindow* window = g.NavWindow;
11683
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
11684
0
    {
11685
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
11686
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
11687
        // In theory we could move that +1.0f offset in OpenPopupEx()
11688
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
11689
0
        return ImVec2(p.x + 1.0f, p.y);
11690
0
    }
11691
0
    else
11692
0
    {
11693
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
11694
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
11695
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
11696
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
11697
0
        {
11698
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
11699
0
            rect_rel.Translate(window->Scroll - next_scroll);
11700
0
        }
11701
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
11702
0
        ImGuiViewport* viewport = window->Viewport;
11703
0
        return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
11704
0
    }
11705
0
}
11706
11707
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
11708
0
{
11709
0
    ImGuiContext& g = *GImGui;
11710
0
    float repeat_delay, repeat_rate;
11711
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
11712
11713
0
    ImGuiKey key_less, key_more;
11714
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
11715
0
    {
11716
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
11717
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
11718
0
    }
11719
0
    else
11720
0
    {
11721
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
11722
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
11723
0
    }
11724
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
11725
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
11726
0
        amount = 0.0f;
11727
0
    return amount;
11728
0
}
11729
11730
static void ImGui::NavUpdate()
11731
28.8k
{
11732
28.8k
    ImGuiContext& g = *GImGui;
11733
28.8k
    ImGuiIO& io = g.IO;
11734
11735
28.8k
    io.WantSetMousePos = false;
11736
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
11737
11738
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
11739
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
11740
28.8k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
11741
28.8k
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
11742
28.8k
    if (nav_gamepad_active)
11743
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
11744
0
            if (IsKeyDown(key))
11745
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
11746
28.8k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
11747
28.8k
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
11748
28.8k
    if (nav_keyboard_active)
11749
28.8k
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
11750
201k
            if (IsKeyDown(key))
11751
4.79k
                g.NavInputSource = ImGuiInputSource_Keyboard;
11752
11753
    // Process navigation init request (select first/default focus)
11754
28.8k
    if (g.NavInitResultId != 0)
11755
1
        NavInitRequestApplyResult();
11756
28.8k
    g.NavInitRequest = false;
11757
28.8k
    g.NavInitRequestFromMove = false;
11758
28.8k
    g.NavInitResultId = 0;
11759
28.8k
    g.NavJustMovedToId = 0;
11760
11761
    // Process navigation move request
11762
28.8k
    if (g.NavMoveSubmitted)
11763
1.94k
        NavMoveRequestApplyResult();
11764
28.8k
    g.NavTabbingCounter = 0;
11765
28.8k
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11766
11767
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
11768
28.8k
    bool set_mouse_pos = false;
11769
28.8k
    if (g.NavMousePosDirty && g.NavIdIsAlive)
11770
188
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
11771
188
            set_mouse_pos = true;
11772
28.8k
    g.NavMousePosDirty = false;
11773
28.8k
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
11774
11775
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
11776
28.8k
    if (g.NavWindow)
11777
21.8k
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
11778
28.8k
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
11779
70
        g.NavWindow->NavLastChildNavWindow = NULL;
11780
11781
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
11782
28.8k
    NavUpdateWindowing();
11783
11784
    // Set output flags for user application
11785
28.8k
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
11786
28.8k
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
11787
11788
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
11789
28.8k
    NavUpdateCancelRequest();
11790
11791
    // Process manual activation request
11792
28.8k
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
11793
28.8k
    g.NavActivateFlags = ImGuiActivateFlags_None;
11794
28.8k
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
11795
618
    {
11796
618
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
11797
618
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
11798
618
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
11799
618
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
11800
618
        if (g.ActiveId == 0 && activate_pressed)
11801
0
        {
11802
0
            g.NavActivateId = g.NavId;
11803
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
11804
0
        }
11805
618
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
11806
0
        {
11807
0
            g.NavActivateId = g.NavId;
11808
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
11809
0
        }
11810
618
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
11811
0
            g.NavActivateDownId = g.NavId;
11812
618
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
11813
0
            g.NavActivatePressedId = g.NavId;
11814
618
    }
11815
28.8k
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
11816
0
        g.NavDisableHighlight = true;
11817
28.8k
    if (g.NavActivateId != 0)
11818
28.8k
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
11819
11820
    // Process programmatic activation request
11821
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
11822
28.8k
    if (g.NavNextActivateId != 0)
11823
0
    {
11824
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
11825
0
        g.NavActivateFlags = g.NavNextActivateFlags;
11826
0
    }
11827
28.8k
    g.NavNextActivateId = 0;
11828
11829
    // Process move requests
11830
28.8k
    NavUpdateCreateMoveRequest();
11831
28.8k
    if (g.NavMoveDir == ImGuiDir_None)
11832
27.7k
        NavUpdateCreateTabbingRequest();
11833
28.8k
    NavUpdateAnyRequestFlag();
11834
28.8k
    g.NavIdIsAlive = false;
11835
11836
    // Scrolling
11837
28.8k
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
11838
21.8k
    {
11839
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
11840
21.8k
        ImGuiWindow* window = g.NavWindow;
11841
21.8k
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
11842
21.8k
        const ImGuiDir move_dir = g.NavMoveDir;
11843
21.8k
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None)
11844
902
        {
11845
902
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
11846
419
                SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
11847
902
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
11848
483
                SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
11849
902
        }
11850
11851
        // *Normal* Manual scroll with LStick
11852
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
11853
21.8k
        if (nav_gamepad_active)
11854
0
        {
11855
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
11856
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
11857
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
11858
0
                SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
11859
0
            if (scroll_dir.y != 0.0f)
11860
0
                SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
11861
0
        }
11862
21.8k
    }
11863
11864
    // Always prioritize mouse highlight if navigation is disabled
11865
28.8k
    if (!nav_keyboard_active && !nav_gamepad_active)
11866
0
    {
11867
0
        g.NavDisableHighlight = true;
11868
0
        g.NavDisableMouseHover = set_mouse_pos = false;
11869
0
    }
11870
11871
    // Update mouse position if requested
11872
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
11873
28.8k
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
11874
0
    {
11875
0
        io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
11876
0
        io.WantSetMousePos = true;
11877
        //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
11878
0
    }
11879
11880
    // [DEBUG]
11881
28.8k
    g.NavScoringDebugCount = 0;
11882
#if IMGUI_DEBUG_NAV_RECTS
11883
    if (g.NavWindow)
11884
    {
11885
        ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
11886
        if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG]
11887
        if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
11888
    }
11889
#endif
11890
28.8k
}
11891
11892
void ImGui::NavInitRequestApplyResult()
11893
1
{
11894
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
11895
1
    ImGuiContext& g = *GImGui;
11896
1
    if (!g.NavWindow)
11897
1
        return;
11898
11899
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
11900
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
11901
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
11902
0
    SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
11903
0
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
11904
0
    if (g.NavInitRequestFromMove)
11905
0
        NavRestoreHighlightAfterMove();
11906
0
}
11907
11908
void ImGui::NavUpdateCreateMoveRequest()
11909
28.8k
{
11910
28.8k
    ImGuiContext& g = *GImGui;
11911
28.8k
    ImGuiIO& io = g.IO;
11912
28.8k
    ImGuiWindow* window = g.NavWindow;
11913
28.8k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
11914
28.8k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
11915
11916
28.8k
    if (g.NavMoveForwardToNextFrame && window != NULL)
11917
0
    {
11918
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
11919
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
11920
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
11921
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
11922
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
11923
0
    }
11924
28.8k
    else
11925
28.8k
    {
11926
        // Initiate directional inputs request
11927
28.8k
        g.NavMoveDir = ImGuiDir_None;
11928
28.8k
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
11929
28.8k
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
11930
28.8k
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
11931
21.8k
        {
11932
21.8k
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
11933
21.8k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
11934
21.8k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
11935
21.8k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
11936
21.8k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
11937
21.8k
        }
11938
28.8k
        g.NavMoveClipDir = g.NavMoveDir;
11939
28.8k
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
11940
28.8k
    }
11941
11942
    // Update PageUp/PageDown/Home/End scroll
11943
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
11944
28.8k
    float scoring_rect_offset_y = 0.0f;
11945
28.8k
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
11946
20.9k
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
11947
28.8k
    if (scoring_rect_offset_y != 0.0f)
11948
102
    {
11949
102
        g.NavScoringNoClipRect = window->InnerRect;
11950
102
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
11951
102
    }
11952
11953
    // [DEBUG] Always send a request
11954
#if IMGUI_DEBUG_NAV_SCORING
11955
    if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
11956
        g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
11957
    if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None)
11958
    {
11959
        g.NavMoveDir = g.NavMoveDirForDebug;
11960
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
11961
    }
11962
#endif
11963
11964
    // Submit
11965
28.8k
    g.NavMoveForwardToNextFrame = false;
11966
28.8k
    if (g.NavMoveDir != ImGuiDir_None)
11967
1.04k
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
11968
11969
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
11970
28.8k
    if (g.NavMoveSubmitted && g.NavId == 0)
11971
918
    {
11972
918
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
11973
918
        g.NavInitRequest = g.NavInitRequestFromMove = true;
11974
918
        g.NavInitResultId = 0;
11975
918
        g.NavDisableHighlight = false;
11976
918
    }
11977
11978
    // When using gamepad, we project the reference nav bounding box into window visible area.
11979
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
11980
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
11981
28.8k
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
11982
0
    {
11983
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
11984
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
11985
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
11986
11987
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
11988
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
11989
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
11990
11991
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
11992
0
        {
11993
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
11994
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
11995
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
11996
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
11997
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
11998
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
11999
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12000
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12001
0
            g.NavId = 0;
12002
0
        }
12003
0
    }
12004
12005
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12006
28.8k
    ImRect scoring_rect;
12007
28.8k
    if (window != NULL)
12008
21.8k
    {
12009
21.8k
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12010
21.8k
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12011
21.8k
        scoring_rect.TranslateY(scoring_rect_offset_y);
12012
21.8k
        scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x);
12013
21.8k
        scoring_rect.Max.x = scoring_rect.Min.x;
12014
21.8k
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12015
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12016
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12017
21.8k
    }
12018
28.8k
    g.NavScoringRect = scoring_rect;
12019
28.8k
    g.NavScoringNoClipRect.Add(scoring_rect);
12020
28.8k
}
12021
12022
void ImGui::NavUpdateCreateTabbingRequest()
12023
27.7k
{
12024
27.7k
    ImGuiContext& g = *GImGui;
12025
27.7k
    ImGuiWindow* window = g.NavWindow;
12026
27.7k
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12027
27.7k
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12028
6.93k
        return;
12029
12030
20.8k
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12031
20.8k
    if (!tab_pressed)
12032
19.7k
        return;
12033
12034
    // Initiate tabbing request
12035
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12036
    // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.
12037
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12038
1.02k
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12039
1.02k
    if (nav_keyboard_active)
12040
1.02k
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12041
0
    else
12042
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12043
1.02k
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12044
1.02k
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12045
1.02k
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12046
1.02k
    g.NavTabbingCounter = -1;
12047
1.02k
}
12048
12049
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12050
void ImGui::NavMoveRequestApplyResult()
12051
1.94k
{
12052
1.94k
    ImGuiContext& g = *GImGui;
12053
#if IMGUI_DEBUG_NAV_SCORING
12054
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12055
        return;
12056
#endif
12057
12058
    // Select which result to use
12059
1.94k
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12060
12061
    // Tabbing forward wrap
12062
1.94k
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && result == NULL)
12063
957
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12064
23
            result = &g.NavTabbingResultFirst;
12065
12066
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12067
1.94k
    if (result == NULL)
12068
1.84k
    {
12069
1.84k
        if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
12070
934
            g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
12071
1.84k
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
12072
38
            NavRestoreHighlightAfterMove();
12073
1.84k
        return;
12074
1.84k
    }
12075
12076
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12077
95
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12078
71
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12079
0
            result = &g.NavMoveResultLocalVisible;
12080
12081
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12082
95
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12083
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12084
0
            result = &g.NavMoveResultOther;
12085
95
    IM_ASSERT(g.NavWindow && result->Window);
12086
12087
    // Scroll to keep newly navigated item fully into view.
12088
95
    if (g.NavLayer == ImGuiNavLayer_Main)
12089
95
    {
12090
95
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12091
1
        {
12092
            // FIXME: Should remove this
12093
1
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12094
1
            SetScrollY(result->Window, scroll_target);
12095
1
        }
12096
94
        else
12097
94
        {
12098
94
            ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12099
94
            ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12100
94
        }
12101
95
    }
12102
12103
95
    if (g.NavWindow != result->Window)
12104
0
    {
12105
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12106
0
        g.NavWindow = result->Window;
12107
0
    }
12108
95
    if (g.ActiveId != result->ID)
12109
95
        ClearActiveID();
12110
95
    if (g.NavId != result->ID)
12111
0
    {
12112
        // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12113
0
        g.NavJustMovedToId = result->ID;
12114
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12115
0
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12116
0
    }
12117
12118
    // Focus
12119
95
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12120
95
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12121
12122
    // Tabbing: Activates Inputable or Focus non-Inputable
12123
95
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable))
12124
0
    {
12125
0
        g.NavNextActivateId = result->ID;
12126
0
        g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
12127
0
        g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
12128
0
    }
12129
12130
    // Activate
12131
95
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12132
0
    {
12133
0
        g.NavNextActivateId = result->ID;
12134
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12135
0
    }
12136
12137
    // Enable nav highlight
12138
95
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
12139
95
        NavRestoreHighlightAfterMove();
12140
95
}
12141
12142
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12143
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12144
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12145
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12146
static void ImGui::NavUpdateCancelRequest()
12147
28.8k
{
12148
28.8k
    ImGuiContext& g = *GImGui;
12149
28.8k
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12150
28.8k
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12151
28.8k
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12152
28.7k
        return;
12153
12154
85
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12155
85
    if (g.ActiveId != 0)
12156
0
    {
12157
0
        ClearActiveID();
12158
0
    }
12159
85
    else if (g.NavLayer != ImGuiNavLayer_Main)
12160
0
    {
12161
        // Leave the "menu" layer
12162
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12163
0
        NavRestoreHighlightAfterMove();
12164
0
    }
12165
85
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12166
74
    {
12167
        // Exit child window
12168
74
        ImGuiWindow* child_window = g.NavWindow;
12169
74
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12170
74
        IM_ASSERT(child_window->ChildId != 0);
12171
74
        ImRect child_rect = child_window->Rect();
12172
74
        FocusWindow(parent_window);
12173
74
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12174
74
        NavRestoreHighlightAfterMove();
12175
74
    }
12176
11
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12177
0
    {
12178
        // Close open popup/menu
12179
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12180
0
    }
12181
11
    else
12182
11
    {
12183
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12184
11
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12185
0
            g.NavWindow->NavLastIds[0] = 0;
12186
11
        g.NavId = 0;
12187
11
    }
12188
85
}
12189
12190
// Handle PageUp/PageDown/Home/End keys
12191
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12192
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12193
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12194
static float ImGui::NavUpdatePageUpPageDown()
12195
20.9k
{
12196
20.9k
    ImGuiContext& g = *GImGui;
12197
20.9k
    ImGuiWindow* window = g.NavWindow;
12198
20.9k
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12199
0
        return 0.0f;
12200
12201
20.9k
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12202
20.9k
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12203
20.9k
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12204
20.9k
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12205
20.9k
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12206
17.6k
        return 0.0f;
12207
12208
3.25k
    if (g.NavLayer != ImGuiNavLayer_Main)
12209
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12210
12211
3.25k
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
12212
2.76k
    {
12213
        // Fallback manual-scroll when window has no navigable item
12214
2.76k
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12215
365
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12216
2.40k
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12217
81
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12218
2.32k
        else if (home_pressed)
12219
99
            SetScrollY(window, 0.0f);
12220
2.22k
        else if (end_pressed)
12221
128
            SetScrollY(window, window->ScrollMax.y);
12222
2.76k
    }
12223
492
    else
12224
492
    {
12225
492
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12226
492
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12227
492
        float nav_scoring_rect_offset_y = 0.0f;
12228
492
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12229
48
        {
12230
48
            nav_scoring_rect_offset_y = -page_offset_y;
12231
48
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12232
48
            g.NavMoveClipDir = ImGuiDir_Up;
12233
48
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12234
48
        }
12235
444
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12236
54
        {
12237
54
            nav_scoring_rect_offset_y = +page_offset_y;
12238
54
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12239
54
            g.NavMoveClipDir = ImGuiDir_Down;
12240
54
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12241
54
        }
12242
390
        else if (home_pressed)
12243
2
        {
12244
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12245
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12246
            // Preserve current horizontal position if we have any.
12247
2
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12248
2
            if (nav_rect_rel.IsInverted())
12249
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12250
2
            g.NavMoveDir = ImGuiDir_Down;
12251
2
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12252
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12253
2
        }
12254
388
        else if (end_pressed)
12255
2
        {
12256
2
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12257
2
            if (nav_rect_rel.IsInverted())
12258
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12259
2
            g.NavMoveDir = ImGuiDir_Up;
12260
2
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12261
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12262
2
        }
12263
492
        return nav_scoring_rect_offset_y;
12264
492
    }
12265
2.76k
    return 0.0f;
12266
3.25k
}
12267
12268
static void ImGui::NavEndFrame()
12269
28.8k
{
12270
28.8k
    ImGuiContext& g = *GImGui;
12271
12272
    // Show CTRL+TAB list window
12273
28.8k
    if (g.NavWindowingTarget != NULL)
12274
0
        NavUpdateWindowingOverlay();
12275
12276
    // Perform wrap-around in menus
12277
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12278
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12279
28.8k
    const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;
12280
28.8k
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12281
0
        NavUpdateCreateWrappingRequest();
12282
28.8k
}
12283
12284
static void ImGui::NavUpdateCreateWrappingRequest()
12285
0
{
12286
0
    ImGuiContext& g = *GImGui;
12287
0
    ImGuiWindow* window = g.NavWindow;
12288
12289
0
    bool do_forward = false;
12290
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12291
0
    ImGuiDir clip_dir = g.NavMoveDir;
12292
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12293
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12294
0
    {
12295
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12296
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12297
0
        {
12298
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12299
0
            clip_dir = ImGuiDir_Up;
12300
0
        }
12301
0
        do_forward = true;
12302
0
    }
12303
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12304
0
    {
12305
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12306
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12307
0
        {
12308
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12309
0
            clip_dir = ImGuiDir_Down;
12310
0
        }
12311
0
        do_forward = true;
12312
0
    }
12313
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12314
0
    {
12315
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12316
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12317
0
        {
12318
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12319
0
            clip_dir = ImGuiDir_Left;
12320
0
        }
12321
0
        do_forward = true;
12322
0
    }
12323
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12324
0
    {
12325
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12326
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12327
0
        {
12328
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12329
0
            clip_dir = ImGuiDir_Right;
12330
0
        }
12331
0
        do_forward = true;
12332
0
    }
12333
0
    if (!do_forward)
12334
0
        return;
12335
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12336
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12337
0
}
12338
12339
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12340
0
{
12341
0
    ImGuiContext& g = *GImGui;
12342
0
    IM_UNUSED(g);
12343
0
    int order = window->FocusOrder;
12344
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12345
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12346
0
    return order;
12347
0
}
12348
12349
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12350
0
{
12351
0
    ImGuiContext& g = *GImGui;
12352
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12353
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12354
0
            return g.WindowsFocusOrder[i];
12355
0
    return NULL;
12356
0
}
12357
12358
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12359
0
{
12360
0
    ImGuiContext& g = *GImGui;
12361
0
    IM_ASSERT(g.NavWindowingTarget);
12362
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12363
0
        return;
12364
12365
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12366
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12367
0
    if (!window_target)
12368
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12369
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12370
0
    {
12371
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12372
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12373
0
    }
12374
0
    g.NavWindowingToggleLayer = false;
12375
0
}
12376
12377
// Windowing management mode
12378
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12379
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12380
static void ImGui::NavUpdateWindowing()
12381
28.8k
{
12382
28.8k
    ImGuiContext& g = *GImGui;
12383
28.8k
    ImGuiIO& io = g.IO;
12384
12385
28.8k
    ImGuiWindow* apply_focus_window = NULL;
12386
28.8k
    bool apply_toggle_layer = false;
12387
12388
28.8k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12389
28.8k
    bool allow_windowing = (modal_window == NULL);
12390
28.8k
    if (!allow_windowing)
12391
0
        g.NavWindowingTarget = NULL;
12392
12393
    // Fade out
12394
28.8k
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
12395
0
    {
12396
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
12397
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
12398
0
            g.NavWindowingTargetAnim = NULL;
12399
0
    }
12400
12401
    // Start CTRL+Tab or Square+L/R window selection
12402
28.8k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12403
28.8k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12404
28.8k
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12405
28.8k
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12406
28.8k
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
12407
28.8k
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
12408
28.8k
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
12409
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
12410
0
        {
12411
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
12412
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
12413
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12414
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
12415
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
12416
0
        }
12417
12418
    // Gamepad update
12419
28.8k
    g.NavWindowingTimer += io.DeltaTime;
12420
28.8k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
12421
0
    {
12422
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
12423
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
12424
12425
        // Select window to focus
12426
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
12427
0
        if (focus_change_dir != 0)
12428
0
        {
12429
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
12430
0
            g.NavWindowingHighlightAlpha = 1.0f;
12431
0
        }
12432
12433
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
12434
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
12435
0
        {
12436
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
12437
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
12438
0
                apply_toggle_layer = true;
12439
0
            else if (!g.NavWindowingToggleLayer)
12440
0
                apply_focus_window = g.NavWindowingTarget;
12441
0
            g.NavWindowingTarget = NULL;
12442
0
        }
12443
0
    }
12444
12445
    // Keyboard: Focus
12446
28.8k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
12447
0
    {
12448
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
12449
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
12450
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
12451
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
12452
0
        if (keyboard_next_window || keyboard_prev_window)
12453
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
12454
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
12455
0
            apply_focus_window = g.NavWindowingTarget;
12456
0
    }
12457
12458
    // Keyboard: Press and Release ALT to toggle menu layer
12459
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
12460
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
12461
28.8k
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
12462
0
    {
12463
0
        g.NavWindowingToggleLayer = true;
12464
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
12465
0
    }
12466
28.8k
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
12467
0
    {
12468
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
12469
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
12470
        // We cancel toggling nav layer if an owner has claimed the key.
12471
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
12472
0
            g.NavWindowingToggleLayer = false;
12473
12474
        // Apply layer toggle on release
12475
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
12476
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
12477
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
12478
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
12479
0
                    apply_toggle_layer = true;
12480
0
        if (!IsKeyDown(ImGuiMod_Alt))
12481
0
            g.NavWindowingToggleLayer = false;
12482
0
    }
12483
12484
    // Move window
12485
28.8k
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
12486
0
    {
12487
0
        ImVec2 nav_move_dir;
12488
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
12489
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
12490
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
12491
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12492
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
12493
0
        {
12494
0
            const float NAV_MOVE_SPEED = 800.0f;
12495
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
12496
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
12497
0
            g.NavDisableMouseHover = true;
12498
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos);
12499
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
12500
0
            {
12501
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
12502
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
12503
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
12504
0
            }
12505
0
        }
12506
0
    }
12507
12508
    // Apply final focus
12509
28.8k
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
12510
0
    {
12511
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
12512
0
        ClearActiveID();
12513
0
        NavRestoreHighlightAfterMove();
12514
0
        apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
12515
0
        ClosePopupsOverWindow(apply_focus_window, false);
12516
0
        FocusWindow(apply_focus_window);
12517
0
        if (apply_focus_window->NavLastIds[0] == 0)
12518
0
            NavInitWindow(apply_focus_window, false);
12519
12520
        // If the window has ONLY a menu layer (no main layer), select it directly
12521
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
12522
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
12523
        // the target window as already been previewed once.
12524
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
12525
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
12526
        // won't be valid.
12527
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
12528
0
            g.NavLayer = ImGuiNavLayer_Menu;
12529
12530
        // Request OS level focus
12531
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
12532
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
12533
0
    }
12534
28.8k
    if (apply_focus_window)
12535
0
        g.NavWindowingTarget = NULL;
12536
12537
    // Apply menu/layer toggle
12538
28.8k
    if (apply_toggle_layer && g.NavWindow)
12539
0
    {
12540
0
        ClearActiveID();
12541
12542
        // Move to parent menu if necessary
12543
0
        ImGuiWindow* new_nav_window = g.NavWindow;
12544
0
        while (new_nav_window->ParentWindow
12545
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
12546
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
12547
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12548
0
            new_nav_window = new_nav_window->ParentWindow;
12549
0
        if (new_nav_window != g.NavWindow)
12550
0
        {
12551
0
            ImGuiWindow* old_nav_window = g.NavWindow;
12552
0
            FocusWindow(new_nav_window);
12553
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
12554
0
        }
12555
12556
        // Toggle layer
12557
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
12558
0
        if (new_nav_layer != g.NavLayer)
12559
0
        {
12560
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
12561
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
12562
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
12563
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
12564
0
            NavRestoreLayer(new_nav_layer);
12565
0
            NavRestoreHighlightAfterMove();
12566
0
        }
12567
0
    }
12568
28.8k
}
12569
12570
// Window has already passed the IsWindowNavFocusable()
12571
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
12572
0
{
12573
0
    if (window->Flags & ImGuiWindowFlags_Popup)
12574
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
12575
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
12576
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
12577
0
    if (window->DockNodeAsHost)
12578
0
        return "(Dock node)"; // Not normally shown to user.
12579
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
12580
0
}
12581
12582
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
12583
void ImGui::NavUpdateWindowingOverlay()
12584
0
{
12585
0
    ImGuiContext& g = *GImGui;
12586
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
12587
12588
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
12589
0
        return;
12590
12591
0
    if (g.NavWindowingListWindow == NULL)
12592
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
12593
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
12594
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
12595
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
12596
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
12597
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
12598
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
12599
0
    {
12600
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
12601
0
        IM_ASSERT(window != NULL); // Fix static analyzers
12602
0
        if (!IsWindowNavFocusable(window))
12603
0
            continue;
12604
0
        const char* label = window->Name;
12605
0
        if (label == FindRenderedTextEnd(label))
12606
0
            label = GetFallbackWindowNameForWindowingList(window);
12607
0
        Selectable(label, g.NavWindowingTarget == window);
12608
0
    }
12609
0
    End();
12610
0
    PopStyleVar();
12611
0
}
12612
12613
12614
//-----------------------------------------------------------------------------
12615
// [SECTION] DRAG AND DROP
12616
//-----------------------------------------------------------------------------
12617
12618
bool ImGui::IsDragDropActive()
12619
0
{
12620
0
    ImGuiContext& g = *GImGui;
12621
0
    return g.DragDropActive;
12622
0
}
12623
12624
void ImGui::ClearDragDrop()
12625
6
{
12626
6
    ImGuiContext& g = *GImGui;
12627
6
    g.DragDropActive = false;
12628
6
    g.DragDropPayload.Clear();
12629
6
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
12630
6
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
12631
6
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
12632
6
    g.DragDropAcceptFrameCount = -1;
12633
12634
6
    g.DragDropPayloadBufHeap.clear();
12635
6
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
12636
6
}
12637
12638
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
12639
// If the item has an identifier:
12640
// - This assume/require the item to be activated (typically via ButtonBehavior).
12641
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
12642
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
12643
// If the item has no identifier:
12644
// - Currently always assume left mouse button.
12645
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
12646
18
{
12647
18
    ImGuiContext& g = *GImGui;
12648
18
    ImGuiWindow* window = g.CurrentWindow;
12649
12650
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
12651
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
12652
18
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
12653
12654
18
    bool source_drag_active = false;
12655
18
    ImGuiID source_id = 0;
12656
18
    ImGuiID source_parent_id = 0;
12657
18
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
12658
18
    {
12659
18
        source_id = g.LastItemData.ID;
12660
18
        if (source_id != 0)
12661
18
        {
12662
            // Common path: items with ID
12663
18
            if (g.ActiveId != source_id)
12664
0
                return false;
12665
18
            if (g.ActiveIdMouseButton != -1)
12666
0
                mouse_button = g.ActiveIdMouseButton;
12667
18
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12668
0
                return false;
12669
18
            g.ActiveIdAllowOverlap = false;
12670
18
        }
12671
0
        else
12672
0
        {
12673
            // Uncommon path: items without ID
12674
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12675
0
                return false;
12676
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
12677
0
                return false;
12678
12679
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
12680
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
12681
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
12682
0
            {
12683
0
                IM_ASSERT(0);
12684
0
                return false;
12685
0
            }
12686
12687
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
12688
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
12689
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
12690
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
12691
            // Rely on keeping other window->LastItemXXX fields intact.
12692
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
12693
0
            KeepAliveID(source_id);
12694
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id);
12695
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
12696
0
            {
12697
0
                SetActiveID(source_id, window);
12698
0
                FocusWindow(window);
12699
0
            }
12700
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
12701
0
                g.ActiveIdAllowOverlap = is_hovered;
12702
0
        }
12703
18
        if (g.ActiveId != source_id)
12704
0
            return false;
12705
18
        source_parent_id = window->IDStack.back();
12706
18
        source_drag_active = IsMouseDragging(mouse_button);
12707
12708
        // Disable navigation and key inputs while dragging + cancel existing request if any
12709
18
        SetActiveIdUsingAllKeyboardKeys();
12710
18
    }
12711
0
    else
12712
0
    {
12713
0
        window = NULL;
12714
0
        source_id = ImHashStr("#SourceExtern");
12715
0
        source_drag_active = true;
12716
0
    }
12717
12718
18
    if (source_drag_active)
12719
18
    {
12720
18
        if (!g.DragDropActive)
12721
3
        {
12722
3
            IM_ASSERT(source_id != 0);
12723
3
            ClearDragDrop();
12724
3
            ImGuiPayload& payload = g.DragDropPayload;
12725
3
            payload.SourceId = source_id;
12726
3
            payload.SourceParentId = source_parent_id;
12727
3
            g.DragDropActive = true;
12728
3
            g.DragDropSourceFlags = flags;
12729
3
            g.DragDropMouseButton = mouse_button;
12730
3
            if (payload.SourceId == g.ActiveId)
12731
3
                g.ActiveIdNoClearOnFocusLoss = true;
12732
3
        }
12733
18
        g.DragDropSourceFrameCount = g.FrameCount;
12734
18
        g.DragDropWithinSource = true;
12735
12736
18
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
12737
0
        {
12738
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
12739
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
12740
0
            bool ret = BeginTooltip();
12741
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
12742
0
            IM_UNUSED(ret);
12743
12744
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
12745
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
12746
0
        }
12747
12748
18
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
12749
18
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
12750
12751
18
        return true;
12752
18
    }
12753
0
    return false;
12754
18
}
12755
12756
void ImGui::EndDragDropSource()
12757
18
{
12758
18
    ImGuiContext& g = *GImGui;
12759
18
    IM_ASSERT(g.DragDropActive);
12760
18
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
12761
12762
18
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
12763
0
        EndTooltip();
12764
12765
    // Discard the drag if have not called SetDragDropPayload()
12766
18
    if (g.DragDropPayload.DataFrameCount == -1)
12767
0
        ClearDragDrop();
12768
18
    g.DragDropWithinSource = false;
12769
18
}
12770
12771
// Use 'cond' to choose to submit payload on drag start or every frame
12772
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
12773
18
{
12774
18
    ImGuiContext& g = *GImGui;
12775
18
    ImGuiPayload& payload = g.DragDropPayload;
12776
18
    if (cond == 0)
12777
18
        cond = ImGuiCond_Always;
12778
12779
18
    IM_ASSERT(type != NULL);
12780
18
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
12781
18
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
12782
18
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
12783
18
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
12784
12785
18
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
12786
18
    {
12787
        // Copy payload
12788
18
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
12789
18
        g.DragDropPayloadBufHeap.resize(0);
12790
18
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
12791
0
        {
12792
            // Store in heap
12793
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
12794
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
12795
0
            memcpy(payload.Data, data, data_size);
12796
0
        }
12797
18
        else if (data_size > 0)
12798
18
        {
12799
            // Store locally
12800
18
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
12801
18
            payload.Data = g.DragDropPayloadBufLocal;
12802
18
            memcpy(payload.Data, data, data_size);
12803
18
        }
12804
0
        else
12805
0
        {
12806
0
            payload.Data = NULL;
12807
0
        }
12808
18
        payload.DataSize = (int)data_size;
12809
18
    }
12810
18
    payload.DataFrameCount = g.FrameCount;
12811
12812
    // Return whether the payload has been accepted
12813
18
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
12814
18
}
12815
12816
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
12817
27
{
12818
27
    ImGuiContext& g = *GImGui;
12819
27
    if (!g.DragDropActive)
12820
0
        return false;
12821
12822
27
    ImGuiWindow* window = g.CurrentWindow;
12823
27
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
12824
27
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
12825
27
        return false;
12826
0
    IM_ASSERT(id != 0);
12827
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
12828
0
        return false;
12829
0
    if (window->SkipItems)
12830
0
        return false;
12831
12832
0
    IM_ASSERT(g.DragDropWithinTarget == false);
12833
0
    g.DragDropTargetRect = bb;
12834
0
    g.DragDropTargetId = id;
12835
0
    g.DragDropWithinTarget = true;
12836
0
    return true;
12837
0
}
12838
12839
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
12840
// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
12841
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
12842
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
12843
bool ImGui::BeginDragDropTarget()
12844
0
{
12845
0
    ImGuiContext& g = *GImGui;
12846
0
    if (!g.DragDropActive)
12847
0
        return false;
12848
12849
0
    ImGuiWindow* window = g.CurrentWindow;
12850
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
12851
0
        return false;
12852
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
12853
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
12854
0
        return false;
12855
12856
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
12857
0
    ImGuiID id = g.LastItemData.ID;
12858
0
    if (id == 0)
12859
0
    {
12860
0
        id = window->GetIDFromRectangle(display_rect);
12861
0
        KeepAliveID(id);
12862
0
    }
12863
0
    if (g.DragDropPayload.SourceId == id)
12864
0
        return false;
12865
12866
0
    IM_ASSERT(g.DragDropWithinTarget == false);
12867
0
    g.DragDropTargetRect = display_rect;
12868
0
    g.DragDropTargetId = id;
12869
0
    g.DragDropWithinTarget = true;
12870
0
    return true;
12871
0
}
12872
12873
bool ImGui::IsDragDropPayloadBeingAccepted()
12874
3
{
12875
3
    ImGuiContext& g = *GImGui;
12876
3
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
12877
3
}
12878
12879
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
12880
0
{
12881
0
    ImGuiContext& g = *GImGui;
12882
0
    ImGuiWindow* window = g.CurrentWindow;
12883
0
    ImGuiPayload& payload = g.DragDropPayload;
12884
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
12885
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
12886
0
    if (type != NULL && !payload.IsDataType(type))
12887
0
        return NULL;
12888
12889
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
12890
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
12891
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
12892
0
    ImRect r = g.DragDropTargetRect;
12893
0
    float r_surface = r.GetWidth() * r.GetHeight();
12894
0
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
12895
0
        return NULL;
12896
12897
0
    g.DragDropAcceptFlags = flags;
12898
0
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
12899
0
    g.DragDropAcceptIdCurrRectSurface = r_surface;
12900
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
12901
12902
    // Render default drop visuals
12903
0
    payload.Preview = was_accepted_previously;
12904
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
12905
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
12906
0
        window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
12907
12908
0
    g.DragDropAcceptFrameCount = g.FrameCount;
12909
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
12910
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
12911
0
        return NULL;
12912
12913
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
12914
0
    return &payload;
12915
0
}
12916
12917
// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
12918
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
12919
0
{
12920
0
    GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
12921
0
}
12922
12923
const ImGuiPayload* ImGui::GetDragDropPayload()
12924
0
{
12925
0
    ImGuiContext& g = *GImGui;
12926
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
12927
0
}
12928
12929
void ImGui::EndDragDropTarget()
12930
0
{
12931
0
    ImGuiContext& g = *GImGui;
12932
0
    IM_ASSERT(g.DragDropActive);
12933
0
    IM_ASSERT(g.DragDropWithinTarget);
12934
0
    g.DragDropWithinTarget = false;
12935
12936
    // Clear drag and drop state payload right after delivery
12937
0
    if (g.DragDropPayload.Delivery)
12938
0
        ClearDragDrop();
12939
0
}
12940
12941
//-----------------------------------------------------------------------------
12942
// [SECTION] LOGGING/CAPTURING
12943
//-----------------------------------------------------------------------------
12944
// All text output from the interface can be captured into tty/file/clipboard.
12945
// By default, tree nodes are automatically opened during logging.
12946
//-----------------------------------------------------------------------------
12947
12948
// Pass text data straight to log (without being displayed)
12949
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
12950
0
{
12951
0
    if (g.LogFile)
12952
0
    {
12953
0
        g.LogBuffer.Buf.resize(0);
12954
0
        g.LogBuffer.appendfv(fmt, args);
12955
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
12956
0
    }
12957
0
    else
12958
0
    {
12959
0
        g.LogBuffer.appendfv(fmt, args);
12960
0
    }
12961
0
}
12962
12963
void ImGui::LogText(const char* fmt, ...)
12964
0
{
12965
0
    ImGuiContext& g = *GImGui;
12966
0
    if (!g.LogEnabled)
12967
0
        return;
12968
12969
0
    va_list args;
12970
0
    va_start(args, fmt);
12971
0
    LogTextV(g, fmt, args);
12972
0
    va_end(args);
12973
0
}
12974
12975
void ImGui::LogTextV(const char* fmt, va_list args)
12976
0
{
12977
0
    ImGuiContext& g = *GImGui;
12978
0
    if (!g.LogEnabled)
12979
0
        return;
12980
12981
0
    LogTextV(g, fmt, args);
12982
0
}
12983
12984
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
12985
// We split text into individual lines to add current tree level padding
12986
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
12987
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
12988
0
{
12989
0
    ImGuiContext& g = *GImGui;
12990
0
    ImGuiWindow* window = g.CurrentWindow;
12991
12992
0
    const char* prefix = g.LogNextPrefix;
12993
0
    const char* suffix = g.LogNextSuffix;
12994
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
12995
12996
0
    if (!text_end)
12997
0
        text_end = FindRenderedTextEnd(text, text_end);
12998
12999
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13000
0
    if (ref_pos)
13001
0
        g.LogLinePosY = ref_pos->y;
13002
0
    if (log_new_line)
13003
0
    {
13004
0
        LogText(IM_NEWLINE);
13005
0
        g.LogLineFirstItem = true;
13006
0
    }
13007
13008
0
    if (prefix)
13009
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13010
13011
    // Re-adjust padding if we have popped out of our starting depth
13012
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13013
0
        g.LogDepthRef = window->DC.TreeDepth;
13014
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13015
13016
0
    const char* text_remaining = text;
13017
0
    for (;;)
13018
0
    {
13019
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13020
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13021
0
        const char* line_start = text_remaining;
13022
0
        const char* line_end = ImStreolRange(line_start, text_end);
13023
0
        const bool is_last_line = (line_end == text_end);
13024
0
        if (line_start != line_end || !is_last_line)
13025
0
        {
13026
0
            const int line_length = (int)(line_end - line_start);
13027
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13028
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13029
0
            g.LogLineFirstItem = false;
13030
0
            if (*line_end == '\n')
13031
0
            {
13032
0
                LogText(IM_NEWLINE);
13033
0
                g.LogLineFirstItem = true;
13034
0
            }
13035
0
        }
13036
0
        if (is_last_line)
13037
0
            break;
13038
0
        text_remaining = line_end + 1;
13039
0
    }
13040
13041
0
    if (suffix)
13042
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13043
0
}
13044
13045
// Start logging/capturing text output
13046
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13047
0
{
13048
0
    ImGuiContext& g = *GImGui;
13049
0
    ImGuiWindow* window = g.CurrentWindow;
13050
0
    IM_ASSERT(g.LogEnabled == false);
13051
0
    IM_ASSERT(g.LogFile == NULL);
13052
0
    IM_ASSERT(g.LogBuffer.empty());
13053
0
    g.LogEnabled = true;
13054
0
    g.LogType = type;
13055
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13056
0
    g.LogDepthRef = window->DC.TreeDepth;
13057
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13058
0
    g.LogLinePosY = FLT_MAX;
13059
0
    g.LogLineFirstItem = true;
13060
0
}
13061
13062
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13063
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13064
0
{
13065
0
    ImGuiContext& g = *GImGui;
13066
0
    g.LogNextPrefix = prefix;
13067
0
    g.LogNextSuffix = suffix;
13068
0
}
13069
13070
void ImGui::LogToTTY(int auto_open_depth)
13071
0
{
13072
0
    ImGuiContext& g = *GImGui;
13073
0
    if (g.LogEnabled)
13074
0
        return;
13075
0
    IM_UNUSED(auto_open_depth);
13076
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13077
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13078
0
    g.LogFile = stdout;
13079
0
#endif
13080
0
}
13081
13082
// Start logging/capturing text output to given file
13083
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13084
0
{
13085
0
    ImGuiContext& g = *GImGui;
13086
0
    if (g.LogEnabled)
13087
0
        return;
13088
13089
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13090
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13091
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13092
0
    if (!filename)
13093
0
        filename = g.IO.LogFilename;
13094
0
    if (!filename || !filename[0])
13095
0
        return;
13096
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13097
0
    if (!f)
13098
0
    {
13099
0
        IM_ASSERT(0);
13100
0
        return;
13101
0
    }
13102
13103
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13104
0
    g.LogFile = f;
13105
0
}
13106
13107
// Start logging/capturing text output to clipboard
13108
void ImGui::LogToClipboard(int auto_open_depth)
13109
0
{
13110
0
    ImGuiContext& g = *GImGui;
13111
0
    if (g.LogEnabled)
13112
0
        return;
13113
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13114
0
}
13115
13116
void ImGui::LogToBuffer(int auto_open_depth)
13117
0
{
13118
0
    ImGuiContext& g = *GImGui;
13119
0
    if (g.LogEnabled)
13120
0
        return;
13121
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13122
0
}
13123
13124
void ImGui::LogFinish()
13125
57.6k
{
13126
57.6k
    ImGuiContext& g = *GImGui;
13127
57.6k
    if (!g.LogEnabled)
13128
57.6k
        return;
13129
13130
0
    LogText(IM_NEWLINE);
13131
0
    switch (g.LogType)
13132
0
    {
13133
0
    case ImGuiLogType_TTY:
13134
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13135
0
        fflush(g.LogFile);
13136
0
#endif
13137
0
        break;
13138
0
    case ImGuiLogType_File:
13139
0
        ImFileClose(g.LogFile);
13140
0
        break;
13141
0
    case ImGuiLogType_Buffer:
13142
0
        break;
13143
0
    case ImGuiLogType_Clipboard:
13144
0
        if (!g.LogBuffer.empty())
13145
0
            SetClipboardText(g.LogBuffer.begin());
13146
0
        break;
13147
0
    case ImGuiLogType_None:
13148
0
        IM_ASSERT(0);
13149
0
        break;
13150
0
    }
13151
13152
0
    g.LogEnabled = false;
13153
0
    g.LogType = ImGuiLogType_None;
13154
0
    g.LogFile = NULL;
13155
0
    g.LogBuffer.clear();
13156
0
}
13157
13158
// Helper to display logging buttons
13159
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13160
void ImGui::LogButtons()
13161
0
{
13162
0
    ImGuiContext& g = *GImGui;
13163
13164
0
    PushID("LogButtons");
13165
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13166
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13167
#else
13168
    const bool log_to_tty = false;
13169
#endif
13170
0
    const bool log_to_file = Button("Log To File"); SameLine();
13171
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13172
0
    PushTabStop(false);
13173
0
    SetNextItemWidth(80.0f);
13174
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13175
0
    PopTabStop();
13176
0
    PopID();
13177
13178
    // Start logging at the end of the function so that the buttons don't appear in the log
13179
0
    if (log_to_tty)
13180
0
        LogToTTY();
13181
0
    if (log_to_file)
13182
0
        LogToFile();
13183
0
    if (log_to_clipboard)
13184
0
        LogToClipboard();
13185
0
}
13186
13187
13188
//-----------------------------------------------------------------------------
13189
// [SECTION] SETTINGS
13190
//-----------------------------------------------------------------------------
13191
// - UpdateSettings() [Internal]
13192
// - MarkIniSettingsDirty() [Internal]
13193
// - FindSettingsHandler() [Internal]
13194
// - ClearIniSettings() [Internal]
13195
// - LoadIniSettingsFromDisk()
13196
// - LoadIniSettingsFromMemory()
13197
// - SaveIniSettingsToDisk()
13198
// - SaveIniSettingsToMemory()
13199
//-----------------------------------------------------------------------------
13200
// - CreateNewWindowSettings() [Internal]
13201
// - FindWindowSettingsByID() [Internal]
13202
// - FindWindowSettingsByWindow() [Internal]
13203
// - ClearWindowSettings() [Internal]
13204
// - WindowSettingsHandler_***() [Internal]
13205
//-----------------------------------------------------------------------------
13206
13207
// Called by NewFrame()
13208
void ImGui::UpdateSettings()
13209
28.8k
{
13210
    // Load settings on first frame (if not explicitly loaded manually before)
13211
28.8k
    ImGuiContext& g = *GImGui;
13212
28.8k
    if (!g.SettingsLoaded)
13213
1
    {
13214
1
        IM_ASSERT(g.SettingsWindows.empty());
13215
1
        if (g.IO.IniFilename)
13216
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13217
1
        g.SettingsLoaded = true;
13218
1
    }
13219
13220
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13221
28.8k
    if (g.SettingsDirtyTimer > 0.0f)
13222
1.20k
    {
13223
1.20k
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13224
1.20k
        if (g.SettingsDirtyTimer <= 0.0f)
13225
4
        {
13226
4
            if (g.IO.IniFilename != NULL)
13227
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13228
4
            else
13229
4
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13230
4
            g.SettingsDirtyTimer = 0.0f;
13231
4
        }
13232
1.20k
    }
13233
28.8k
}
13234
13235
void ImGui::MarkIniSettingsDirty()
13236
0
{
13237
0
    ImGuiContext& g = *GImGui;
13238
0
    if (g.SettingsDirtyTimer <= 0.0f)
13239
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13240
0
}
13241
13242
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13243
3.97k
{
13244
3.97k
    ImGuiContext& g = *GImGui;
13245
3.97k
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13246
11
        if (g.SettingsDirtyTimer <= 0.0f)
13247
4
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13248
3.97k
}
13249
13250
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13251
2
{
13252
2
    ImGuiContext& g = *GImGui;
13253
2
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13254
2
    g.SettingsHandlers.push_back(*handler);
13255
2
}
13256
13257
void ImGui::RemoveSettingsHandler(const char* type_name)
13258
0
{
13259
0
    ImGuiContext& g = *GImGui;
13260
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13261
0
        g.SettingsHandlers.erase(handler);
13262
0
}
13263
13264
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13265
2
{
13266
2
    ImGuiContext& g = *GImGui;
13267
2
    const ImGuiID type_hash = ImHashStr(type_name);
13268
3
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13269
1
        if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
13270
0
            return &g.SettingsHandlers[handler_n];
13271
2
    return NULL;
13272
2
}
13273
13274
// Clear all settings (windows, tables, docking etc.)
13275
void ImGui::ClearIniSettings()
13276
0
{
13277
0
    ImGuiContext& g = *GImGui;
13278
0
    g.SettingsIniData.clear();
13279
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13280
0
        if (g.SettingsHandlers[handler_n].ClearAllFn)
13281
0
            g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);
13282
0
}
13283
13284
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13285
0
{
13286
0
    size_t file_data_size = 0;
13287
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13288
0
    if (!file_data)
13289
0
        return;
13290
0
    if (file_data_size > 0)
13291
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13292
0
    IM_FREE(file_data);
13293
0
}
13294
13295
// Zero-tolerance, no error reporting, cheap .ini parsing
13296
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13297
0
{
13298
0
    ImGuiContext& g = *GImGui;
13299
0
    IM_ASSERT(g.Initialized);
13300
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13301
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13302
13303
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13304
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13305
0
    if (ini_size == 0)
13306
0
        ini_size = strlen(ini_data);
13307
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13308
0
    char* const buf = g.SettingsIniData.Buf.Data;
13309
0
    char* const buf_end = buf + ini_size;
13310
0
    memcpy(buf, ini_data, ini_size);
13311
0
    buf_end[0] = 0;
13312
13313
    // Call pre-read handlers
13314
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13315
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13316
0
        if (g.SettingsHandlers[handler_n].ReadInitFn)
13317
0
            g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);
13318
13319
0
    void* entry_data = NULL;
13320
0
    ImGuiSettingsHandler* entry_handler = NULL;
13321
13322
0
    char* line_end = NULL;
13323
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13324
0
    {
13325
        // Skip new lines markers, then find end of the line
13326
0
        while (*line == '\n' || *line == '\r')
13327
0
            line++;
13328
0
        line_end = line;
13329
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13330
0
            line_end++;
13331
0
        line_end[0] = 0;
13332
0
        if (line[0] == ';')
13333
0
            continue;
13334
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13335
0
        {
13336
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13337
0
            line_end[-1] = 0;
13338
0
            const char* name_end = line_end - 1;
13339
0
            const char* type_start = line + 1;
13340
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13341
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13342
0
            if (!type_end || !name_start)
13343
0
                continue;
13344
0
            *type_end = 0; // Overwrite first ']'
13345
0
            name_start++;  // Skip second '['
13346
0
            entry_handler = FindSettingsHandler(type_start);
13347
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13348
0
        }
13349
0
        else if (entry_handler != NULL && entry_data != NULL)
13350
0
        {
13351
            // Let type handler parse the line
13352
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13353
0
        }
13354
0
    }
13355
0
    g.SettingsLoaded = true;
13356
13357
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13358
0
    memcpy(buf, ini_data, ini_size);
13359
13360
    // Call post-read handlers
13361
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13362
0
        if (g.SettingsHandlers[handler_n].ApplyAllFn)
13363
0
            g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);
13364
0
}
13365
13366
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
13367
0
{
13368
0
    ImGuiContext& g = *GImGui;
13369
0
    g.SettingsDirtyTimer = 0.0f;
13370
0
    if (!ini_filename)
13371
0
        return;
13372
13373
0
    size_t ini_data_size = 0;
13374
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
13375
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
13376
0
    if (!f)
13377
0
        return;
13378
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
13379
0
    ImFileClose(f);
13380
0
}
13381
13382
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
13383
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
13384
0
{
13385
0
    ImGuiContext& g = *GImGui;
13386
0
    g.SettingsDirtyTimer = 0.0f;
13387
0
    g.SettingsIniData.Buf.resize(0);
13388
0
    g.SettingsIniData.Buf.push_back(0);
13389
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13390
0
    {
13391
0
        ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
13392
0
        handler->WriteAllFn(&g, handler, &g.SettingsIniData);
13393
0
    }
13394
0
    if (out_size)
13395
0
        *out_size = (size_t)g.SettingsIniData.size();
13396
0
    return g.SettingsIniData.c_str();
13397
0
}
13398
13399
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
13400
0
{
13401
0
    ImGuiContext& g = *GImGui;
13402
13403
0
#if !IMGUI_DEBUG_INI_SETTINGS
13404
    // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
13405
    // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.
13406
0
    if (const char* p = strstr(name, "###"))
13407
0
        name = p;
13408
0
#endif
13409
0
    const size_t name_len = strlen(name);
13410
13411
    // Allocate chunk
13412
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
13413
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
13414
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
13415
0
    settings->ID = ImHashStr(name, name_len);
13416
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
13417
13418
0
    return settings;
13419
0
}
13420
13421
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
13422
// This is called once per window .ini entry + once per newly instantiated window.
13423
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
13424
2
{
13425
2
    ImGuiContext& g = *GImGui;
13426
2
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13427
0
        if (settings->ID == id)
13428
0
            return settings;
13429
2
    return NULL;
13430
2
}
13431
13432
// This is faster if you are holding on a Window already as we don't need to perform a search.
13433
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
13434
2
{
13435
2
    ImGuiContext& g = *GImGui;
13436
2
    if (window->SettingsOffset != -1)
13437
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
13438
2
    return FindWindowSettingsByID(window->ID);
13439
2
}
13440
13441
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
13442
void ImGui::ClearWindowSettings(const char* name)
13443
0
{
13444
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
13445
0
    ImGuiContext& g = *GImGui;
13446
0
    ImGuiWindow* window = FindWindowByName(name);
13447
0
    if (window != NULL)
13448
0
    {
13449
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
13450
0
        InitOrLoadWindowSettings(window, NULL);
13451
0
        if (window->DockId != 0)
13452
0
            DockContextProcessUndockWindow(&g, window, true);
13453
0
    }
13454
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
13455
0
        settings->WantDelete = true;
13456
0
}
13457
13458
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13459
0
{
13460
0
    ImGuiContext& g = *ctx;
13461
0
    for (int i = 0; i != g.Windows.Size; i++)
13462
0
        g.Windows[i]->SettingsOffset = -1;
13463
0
    g.SettingsWindows.clear();
13464
0
}
13465
13466
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
13467
0
{
13468
0
    ImGuiID id = ImHashStr(name);
13469
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
13470
0
    if (settings)
13471
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
13472
0
    else
13473
0
        settings = ImGui::CreateNewWindowSettings(name);
13474
0
    settings->ID = id;
13475
0
    settings->WantApply = true;
13476
0
    return (void*)settings;
13477
0
}
13478
13479
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
13480
0
{
13481
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
13482
0
    int x, y;
13483
0
    int i;
13484
0
    ImU32 u1;
13485
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
13486
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
13487
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
13488
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
13489
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
13490
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
13491
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
13492
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
13493
0
}
13494
13495
// Apply to existing windows (if any)
13496
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13497
0
{
13498
0
    ImGuiContext& g = *ctx;
13499
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13500
0
        if (settings->WantApply)
13501
0
        {
13502
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
13503
0
                ApplyWindowSettings(window, settings);
13504
0
            settings->WantApply = false;
13505
0
        }
13506
0
}
13507
13508
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
13509
0
{
13510
    // Gather data from windows that were active during this session
13511
    // (if a window wasn't opened in this session we preserve its settings)
13512
0
    ImGuiContext& g = *ctx;
13513
0
    for (int i = 0; i != g.Windows.Size; i++)
13514
0
    {
13515
0
        ImGuiWindow* window = g.Windows[i];
13516
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
13517
0
            continue;
13518
13519
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
13520
0
        if (!settings)
13521
0
        {
13522
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
13523
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
13524
0
        }
13525
0
        IM_ASSERT(settings->ID == window->ID);
13526
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
13527
0
        settings->Size = ImVec2ih(window->SizeFull);
13528
0
        settings->ViewportId = window->ViewportId;
13529
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
13530
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
13531
0
        settings->DockId = window->DockId;
13532
0
        settings->ClassId = window->WindowClass.ClassId;
13533
0
        settings->DockOrder = window->DockOrder;
13534
0
        settings->Collapsed = window->Collapsed;
13535
0
        settings->WantDelete = false;
13536
0
    }
13537
13538
    // Write to text buffer
13539
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
13540
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13541
0
    {
13542
0
        if (settings->WantDelete)
13543
0
            continue;
13544
0
        const char* settings_name = settings->GetName();
13545
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
13546
0
        if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13547
0
        {
13548
0
            buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
13549
0
            buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
13550
0
        }
13551
0
        if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13552
0
            buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
13553
0
        if (settings->Size.x != 0 || settings->Size.y != 0)
13554
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
13555
0
        buf->appendf("Collapsed=%d\n", settings->Collapsed);
13556
0
        if (settings->DockId != 0)
13557
0
        {
13558
            //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
13559
0
            if (settings->DockOrder == -1)
13560
0
                buf->appendf("DockId=0x%08X\n", settings->DockId);
13561
0
            else
13562
0
                buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
13563
0
            if (settings->ClassId != 0)
13564
0
                buf->appendf("ClassId=0x%08X\n", settings->ClassId);
13565
0
        }
13566
0
        buf->append("\n");
13567
0
    }
13568
0
}
13569
13570
13571
//-----------------------------------------------------------------------------
13572
// [SECTION] LOCALIZATION
13573
//-----------------------------------------------------------------------------
13574
13575
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
13576
1
{
13577
1
    ImGuiContext& g = *GImGui;
13578
9
    for (int n = 0; n < count; n++)
13579
8
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
13580
1
}
13581
13582
13583
//-----------------------------------------------------------------------------
13584
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
13585
//-----------------------------------------------------------------------------
13586
// - GetMainViewport()
13587
// - FindViewportByID()
13588
// - FindViewportByPlatformHandle()
13589
// - SetCurrentViewport() [Internal]
13590
// - SetWindowViewport() [Internal]
13591
// - GetWindowAlwaysWantOwnViewport() [Internal]
13592
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
13593
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
13594
// - TranslateWindowsInViewport() [Internal]
13595
// - ScaleWindowsInViewport() [Internal]
13596
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
13597
// - UpdateViewportsNewFrame() [Internal]
13598
// - UpdateViewportsEndFrame() [Internal]
13599
// - AddUpdateViewport() [Internal]
13600
// - WindowSelectViewport() [Internal]
13601
// - WindowSyncOwnedViewport() [Internal]
13602
// - UpdatePlatformWindows()
13603
// - RenderPlatformWindowsDefault()
13604
// - FindPlatformMonitorForPos() [Internal]
13605
// - FindPlatformMonitorForRect() [Internal]
13606
// - UpdateViewportPlatformMonitor() [Internal]
13607
// - DestroyPlatformWindow() [Internal]
13608
// - DestroyPlatformWindows()
13609
//-----------------------------------------------------------------------------
13610
13611
ImGuiViewport* ImGui::GetMainViewport()
13612
86.4k
{
13613
86.4k
    ImGuiContext& g = *GImGui;
13614
86.4k
    return g.Viewports[0];
13615
86.4k
}
13616
13617
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
13618
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
13619
28.8k
{
13620
28.8k
    ImGuiContext& g = *GImGui;
13621
28.8k
    for (int n = 0; n < g.Viewports.Size; n++)
13622
28.8k
        if (g.Viewports[n]->ID == id)
13623
28.8k
            return g.Viewports[n];
13624
0
    return NULL;
13625
28.8k
}
13626
13627
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
13628
0
{
13629
0
    ImGuiContext& g = *GImGui;
13630
0
    for (int i = 0; i != g.Viewports.Size; i++)
13631
0
        if (g.Viewports[i]->PlatformHandle == platform_handle)
13632
0
            return g.Viewports[i];
13633
0
    return NULL;
13634
0
}
13635
13636
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
13637
172k
{
13638
172k
    ImGuiContext& g = *GImGui;
13639
172k
    (void)current_window;
13640
13641
172k
    if (viewport)
13642
144k
        viewport->LastFrameActive = g.FrameCount;
13643
172k
    if (g.CurrentViewport == viewport)
13644
115k
        return;
13645
57.6k
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
13646
57.6k
    g.CurrentViewport = viewport;
13647
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
13648
13649
    // Notify platform layer of viewport changes
13650
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
13651
57.6k
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
13652
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
13653
57.6k
}
13654
13655
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13656
86.4k
{
13657
    // Abandon viewport
13658
86.4k
    if (window->ViewportOwned && window->Viewport->Window == window)
13659
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
13660
13661
86.4k
    window->Viewport = viewport;
13662
86.4k
    window->ViewportId = viewport->ID;
13663
86.4k
    window->ViewportOwned = (viewport->Window == window);
13664
86.4k
}
13665
13666
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
13667
0
{
13668
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
13669
0
    ImGuiContext& g = *GImGui;
13670
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
13671
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
13672
0
            if (!window->DockIsActive)
13673
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
13674
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
13675
0
                        return true;
13676
0
    return false;
13677
0
}
13678
13679
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13680
0
{
13681
0
    ImGuiContext& g = *GImGui;
13682
0
    if (window->Viewport == viewport)
13683
0
        return false;
13684
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
13685
0
        return false;
13686
0
    if ((viewport->Flags & ImGuiViewportFlags_Minimized) != 0)
13687
0
        return false;
13688
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
13689
0
        return false;
13690
0
    if (GetWindowAlwaysWantOwnViewport(window))
13691
0
        return false;
13692
13693
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
13694
0
    for (int n = 0; n < g.Windows.Size; n++)
13695
0
    {
13696
0
        ImGuiWindow* window_behind = g.Windows[n];
13697
0
        if (window_behind == window)
13698
0
            break;
13699
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
13700
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
13701
0
                return false;
13702
0
    }
13703
13704
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
13705
0
    ImGuiViewportP* old_viewport = window->Viewport;
13706
0
    if (window->ViewportOwned)
13707
0
        for (int n = 0; n < g.Windows.Size; n++)
13708
0
            if (g.Windows[n]->Viewport == old_viewport)
13709
0
                SetWindowViewport(g.Windows[n], viewport);
13710
0
    SetWindowViewport(window, viewport);
13711
0
    BringWindowToDisplayFront(window);
13712
13713
0
    return true;
13714
0
}
13715
13716
// FIXME: handle 0 to N host viewports
13717
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
13718
0
{
13719
0
    ImGuiContext& g = *GImGui;
13720
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
13721
0
}
13722
13723
// Translate Dear ImGui windows when a Host Viewport has been moved
13724
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
13725
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
13726
0
{
13727
0
    ImGuiContext& g = *GImGui;
13728
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
13729
13730
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
13731
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
13732
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
13733
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
13734
    // and so the window will appear to teleport when releasing the mouse.
13735
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
13736
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
13737
0
    ImVec2 delta_pos = new_pos - old_pos;
13738
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT
13739
0
        if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect())))
13740
0
            TranslateWindow(g.Windows[window_n], delta_pos);
13741
0
}
13742
13743
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
13744
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
13745
0
{
13746
0
    ImGuiContext& g = *GImGui;
13747
0
    if (viewport->Window)
13748
0
    {
13749
0
        ScaleWindow(viewport->Window, scale);
13750
0
    }
13751
0
    else
13752
0
    {
13753
0
        for (int i = 0; i != g.Windows.Size; i++)
13754
0
            if (g.Windows[i]->Viewport == viewport)
13755
0
                ScaleWindow(g.Windows[i], scale);
13756
0
    }
13757
0
}
13758
13759
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
13760
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
13761
// B) It requires Platform_GetWindowFocus to be implemented by backend.
13762
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
13763
0
{
13764
0
    ImGuiContext& g = *GImGui;
13765
0
    ImGuiViewportP* best_candidate = NULL;
13766
0
    for (int n = 0; n < g.Viewports.Size; n++)
13767
0
    {
13768
0
        ImGuiViewportP* viewport = g.Viewports[n];
13769
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
13770
0
            if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount)
13771
0
                best_candidate = viewport;
13772
0
    }
13773
0
    return best_candidate;
13774
0
}
13775
13776
// Update viewports and monitor infos
13777
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
13778
static void ImGui::UpdateViewportsNewFrame()
13779
28.8k
{
13780
28.8k
    ImGuiContext& g = *GImGui;
13781
28.8k
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
13782
13783
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
13784
28.8k
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
13785
28.8k
    if (viewports_enabled)
13786
0
    {
13787
0
        for (int n = 0; n < g.Viewports.Size; n++)
13788
0
        {
13789
0
            ImGuiViewportP* viewport = g.Viewports[n];
13790
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
13791
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
13792
0
            {
13793
0
                bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
13794
0
                if (minimized)
13795
0
                    viewport->Flags |= ImGuiViewportFlags_Minimized;
13796
0
                else
13797
0
                    viewport->Flags &= ~ImGuiViewportFlags_Minimized;
13798
0
            }
13799
0
        }
13800
0
    }
13801
13802
    // Create/update main viewport with current platform position.
13803
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
13804
28.8k
    ImGuiViewportP* main_viewport = g.Viewports[0];
13805
28.8k
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
13806
28.8k
    IM_ASSERT(main_viewport->Window == NULL);
13807
28.8k
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
13808
28.8k
    ImVec2 main_viewport_size = g.IO.DisplaySize;
13809
28.8k
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_Minimized))
13810
0
    {
13811
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
13812
0
        main_viewport_size = main_viewport->Size;
13813
0
    }
13814
28.8k
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
13815
13816
28.8k
    g.CurrentDpiScale = 0.0f;
13817
28.8k
    g.CurrentViewport = NULL;
13818
28.8k
    g.MouseViewport = NULL;
13819
57.6k
    for (int n = 0; n < g.Viewports.Size; n++)
13820
28.8k
    {
13821
28.8k
        ImGuiViewportP* viewport = g.Viewports[n];
13822
28.8k
        viewport->Idx = n;
13823
13824
        // Erase unused viewports
13825
28.8k
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
13826
0
        {
13827
0
            DestroyViewport(viewport);
13828
0
            n--;
13829
0
            continue;
13830
0
        }
13831
13832
28.8k
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
13833
28.8k
        if (viewports_enabled)
13834
0
        {
13835
            // Update Position and Size (from Platform Window to ImGui) if requested.
13836
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
13837
0
            if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available)
13838
0
            {
13839
                // Viewport->WorkPos and WorkSize will be updated below
13840
0
                if (viewport->PlatformRequestMove)
13841
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
13842
0
                if (viewport->PlatformRequestResize)
13843
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
13844
0
            }
13845
0
        }
13846
13847
        // Update/copy monitor info
13848
28.8k
        UpdateViewportPlatformMonitor(viewport);
13849
13850
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
13851
28.8k
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
13852
28.8k
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
13853
28.8k
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
13854
28.8k
        viewport->UpdateWorkRect();
13855
13856
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
13857
28.8k
        viewport->Alpha = 1.0f;
13858
13859
        // Translate Dear ImGui windows when a Host Viewport has been moved
13860
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
13861
28.8k
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
13862
28.8k
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
13863
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
13864
13865
        // Update DPI scale
13866
28.8k
        float new_dpi_scale;
13867
28.8k
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
13868
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
13869
28.8k
        else if (viewport->PlatformMonitor != -1)
13870
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
13871
28.8k
        else
13872
28.8k
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
13873
28.8k
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
13874
0
        {
13875
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
13876
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
13877
0
                ScaleWindowsInViewport(viewport, scale_factor);
13878
            //if (viewport == GetMainViewport())
13879
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
13880
13881
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
13882
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
13883
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
13884
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
13885
            //    g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor);
13886
0
        }
13887
28.8k
        viewport->DpiScale = new_dpi_scale;
13888
28.8k
    }
13889
13890
    // Update fallback monitor
13891
28.8k
    if (g.PlatformIO.Monitors.Size == 0)
13892
28.8k
    {
13893
28.8k
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
13894
28.8k
        monitor->MainPos = main_viewport->Pos;
13895
28.8k
        monitor->MainSize = main_viewport->Size;
13896
28.8k
        monitor->WorkPos = main_viewport->WorkPos;
13897
28.8k
        monitor->WorkSize = main_viewport->WorkSize;
13898
28.8k
        monitor->DpiScale = main_viewport->DpiScale;
13899
28.8k
    }
13900
13901
28.8k
    if (!viewports_enabled)
13902
28.8k
    {
13903
28.8k
        g.MouseViewport = main_viewport;
13904
28.8k
        return;
13905
28.8k
    }
13906
13907
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
13908
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
13909
0
    ImGuiViewportP* viewport_hovered = NULL;
13910
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
13911
0
    {
13912
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
13913
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
13914
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
13915
0
    }
13916
0
    else
13917
0
    {
13918
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
13919
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
13920
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
13921
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
13922
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
13923
0
    }
13924
0
    if (viewport_hovered != NULL)
13925
0
        g.MouseLastHoveredViewport = viewport_hovered;
13926
0
    else if (g.MouseLastHoveredViewport == NULL)
13927
0
        g.MouseLastHoveredViewport = g.Viewports[0];
13928
13929
    // Update mouse reference viewport
13930
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
13931
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
13932
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
13933
0
        g.MouseViewport = g.MovingWindow->Viewport;
13934
0
    else
13935
0
        g.MouseViewport = g.MouseLastHoveredViewport;
13936
13937
    // When dragging something, always refer to the last hovered viewport.
13938
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
13939
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
13940
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
13941
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
13942
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
13943
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
13944
0
        viewport_hovered = g.MouseLastHoveredViewport;
13945
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
13946
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
13947
0
            g.MouseViewport = viewport_hovered;
13948
13949
0
    IM_ASSERT(g.MouseViewport != NULL);
13950
0
}
13951
13952
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
13953
static void ImGui::UpdateViewportsEndFrame()
13954
28.8k
{
13955
28.8k
    ImGuiContext& g = *GImGui;
13956
28.8k
    g.PlatformIO.Viewports.resize(0);
13957
57.6k
    for (int i = 0; i < g.Viewports.Size; i++)
13958
28.8k
    {
13959
28.8k
        ImGuiViewportP* viewport = g.Viewports[i];
13960
28.8k
        viewport->LastPos = viewport->Pos;
13961
28.8k
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
13962
0
            if (i > 0) // Always include main viewport in the list
13963
0
                continue;
13964
28.8k
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
13965
0
            continue;
13966
28.8k
        if (i > 0)
13967
28.8k
            IM_ASSERT(viewport->Window != NULL);
13968
28.8k
        g.PlatformIO.Viewports.push_back(viewport);
13969
28.8k
    }
13970
28.8k
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
13971
28.8k
}
13972
13973
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
13974
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
13975
28.8k
{
13976
28.8k
    ImGuiContext& g = *GImGui;
13977
28.8k
    IM_ASSERT(id != 0);
13978
13979
28.8k
    flags |= ImGuiViewportFlags_IsPlatformWindow;
13980
28.8k
    if (window != NULL)
13981
0
    {
13982
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
13983
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
13984
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
13985
0
            flags |= ImGuiViewportFlags_NoInputs;
13986
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
13987
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
13988
0
    }
13989
13990
28.8k
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
13991
28.8k
    if (viewport)
13992
28.8k
    {
13993
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
13994
28.8k
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
13995
28.8k
            viewport->Pos = pos;
13996
28.8k
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
13997
28.8k
            viewport->Size = size;
13998
28.8k
        viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags
13999
28.8k
    }
14000
0
    else
14001
0
    {
14002
        // New viewport
14003
0
        viewport = IM_NEW(ImGuiViewportP)();
14004
0
        viewport->ID = id;
14005
0
        viewport->Idx = g.Viewports.Size;
14006
0
        viewport->Pos = viewport->LastPos = pos;
14007
0
        viewport->Size = size;
14008
0
        viewport->Flags = flags;
14009
0
        UpdateViewportPlatformMonitor(viewport);
14010
0
        g.Viewports.push_back(viewport);
14011
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14012
14013
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14014
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14015
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14016
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14017
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14018
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14019
14020
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14021
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14022
0
        if (viewport->PlatformMonitor != -1)
14023
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14024
0
    }
14025
14026
28.8k
    viewport->Window = window;
14027
28.8k
    viewport->LastFrameActive = g.FrameCount;
14028
28.8k
    viewport->UpdateWorkRect();
14029
28.8k
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
14030
14031
28.8k
    if (window != NULL)
14032
0
        window->ViewportOwned = true;
14033
14034
28.8k
    return viewport;
14035
28.8k
}
14036
14037
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
14038
0
{
14039
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
14040
0
    ImGuiContext& g = *GImGui;
14041
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
14042
0
    {
14043
0
        ImGuiWindow* window = g.Windows[window_n];
14044
0
        if (window->Viewport != viewport)
14045
0
            continue;
14046
0
        window->Viewport = NULL;
14047
0
        window->ViewportOwned = false;
14048
0
    }
14049
0
    if (viewport == g.MouseLastHoveredViewport)
14050
0
        g.MouseLastHoveredViewport = NULL;
14051
14052
    // Destroy
14053
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14054
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
14055
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
14056
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
14057
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
14058
0
    IM_DELETE(viewport);
14059
0
}
14060
14061
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
14062
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
14063
86.4k
{
14064
86.4k
    ImGuiContext& g = *GImGui;
14065
86.4k
    ImGuiWindowFlags flags = window->Flags;
14066
86.4k
    window->ViewportAllowPlatformMonitorExtend = -1;
14067
14068
    // Restore main viewport if multi-viewport is not supported by the backend
14069
86.4k
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
14070
86.4k
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14071
86.4k
    {
14072
86.4k
        SetWindowViewport(window, main_viewport);
14073
86.4k
        return;
14074
86.4k
    }
14075
0
    window->ViewportOwned = false;
14076
14077
    // Appearing popups reset their viewport so they can inherit again
14078
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
14079
0
    {
14080
0
        window->Viewport = NULL;
14081
0
        window->ViewportId = 0;
14082
0
    }
14083
14084
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
14085
0
    {
14086
        // By default inherit from parent window
14087
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
14088
0
            window->Viewport = window->ParentWindow->Viewport;
14089
14090
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
14091
0
        if (window->Viewport == NULL && window->ViewportId != 0)
14092
0
        {
14093
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
14094
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
14095
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
14096
0
        }
14097
0
    }
14098
14099
0
    bool lock_viewport = false;
14100
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
14101
0
    {
14102
        // Code explicitly request a viewport
14103
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
14104
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
14105
0
        lock_viewport = true;
14106
0
    }
14107
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
14108
0
    {
14109
        // Always inherit viewport from parent window
14110
0
        if (window->DockNode && window->DockNode->HostWindow)
14111
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
14112
0
        window->Viewport = window->ParentWindow->Viewport;
14113
0
    }
14114
0
    else if (window->DockNode && window->DockNode->HostWindow)
14115
0
    {
14116
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
14117
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
14118
0
    }
14119
0
    else if (flags & ImGuiWindowFlags_Tooltip)
14120
0
    {
14121
0
        window->Viewport = g.MouseViewport;
14122
0
    }
14123
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14124
0
    {
14125
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14126
0
    }
14127
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14128
0
    {
14129
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14130
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14131
0
    }
14132
0
    else
14133
0
    {
14134
        // Merge into host viewport?
14135
        // We cannot test window->ViewportOwned as it set lower in the function.
14136
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14137
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14138
0
        if (try_to_merge_into_host_viewport)
14139
0
            UpdateTryMergeWindowIntoHostViewports(window);
14140
0
    }
14141
14142
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14143
0
    if (window->Viewport == NULL)
14144
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14145
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14146
14147
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14148
0
    if (!lock_viewport)
14149
0
    {
14150
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14151
0
        {
14152
            // We need to take account of the possibility that mouse may become invalid.
14153
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14154
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14155
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14156
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14157
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14158
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14159
0
            else
14160
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14161
0
        }
14162
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14163
0
        {
14164
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14165
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14166
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14167
0
            {
14168
                // Steal/transfer ownership
14169
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14170
0
                window->Viewport->Window = window;
14171
0
                window->Viewport->ID = window->ID;
14172
0
                window->Viewport->LastNameHash = 0;
14173
0
            }
14174
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14175
0
            {
14176
                // New viewport
14177
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14178
0
            }
14179
0
        }
14180
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14181
0
        {
14182
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14183
            // Child windows are kept contained within their parent.
14184
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14185
0
        }
14186
0
    }
14187
14188
    // Update flags
14189
0
    window->ViewportOwned = (window == window->Viewport->Window);
14190
0
    window->ViewportId = window->Viewport->ID;
14191
14192
    // If the OS window has a title bar, hide our imgui title bar
14193
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14194
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14195
0
}
14196
14197
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14198
0
{
14199
0
    ImGuiContext& g = *GImGui;
14200
14201
0
    bool viewport_rect_changed = false;
14202
14203
    // Synchronize window --> viewport in most situations
14204
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14205
0
    if (window->Viewport->PlatformRequestMove)
14206
0
    {
14207
0
        window->Pos = window->Viewport->Pos;
14208
0
        MarkIniSettingsDirty(window);
14209
0
    }
14210
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14211
0
    {
14212
0
        viewport_rect_changed = true;
14213
0
        window->Viewport->Pos = window->Pos;
14214
0
    }
14215
14216
0
    if (window->Viewport->PlatformRequestResize)
14217
0
    {
14218
0
        window->Size = window->SizeFull = window->Viewport->Size;
14219
0
        MarkIniSettingsDirty(window);
14220
0
    }
14221
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14222
0
    {
14223
0
        viewport_rect_changed = true;
14224
0
        window->Viewport->Size = window->Size;
14225
0
    }
14226
0
    window->Viewport->UpdateWorkRect();
14227
14228
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14229
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14230
0
    if (viewport_rect_changed)
14231
0
        UpdateViewportPlatformMonitor(window->Viewport);
14232
14233
    // Update common viewport flags
14234
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14235
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14236
0
    ImGuiWindowFlags window_flags = window->Flags;
14237
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14238
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14239
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14240
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14241
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14242
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14243
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14244
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14245
14246
    // Not correct to set modal as topmost because:
14247
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14248
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14249
    //if (flags & ImGuiWindowFlags_Modal)
14250
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14251
14252
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14253
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14254
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14255
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14256
0
    if (is_short_lived_floating_window && !is_modal)
14257
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14258
14259
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14260
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14261
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14262
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14263
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14264
14265
    // We can also tell the backend that clearing the platform window won't be necessary,
14266
    // as our window background is filling the viewport and we have disabled BgAlpha.
14267
    // FIXME: Work on support for per-viewport transparency (#2766)
14268
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14269
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14270
14271
0
    window->Viewport->Flags = viewport_flags;
14272
14273
    // Update parent viewport ID
14274
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14275
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14276
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14277
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14278
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14279
0
    else
14280
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14281
0
}
14282
14283
// Called by user at the end of the main loop, after EndFrame()
14284
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14285
void ImGui::UpdatePlatformWindows()
14286
0
{
14287
0
    ImGuiContext& g = *GImGui;
14288
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14289
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14290
0
    g.FrameCountPlatformEnded = g.FrameCount;
14291
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14292
0
        return;
14293
14294
    // Create/resize/destroy platform windows to match each active viewport.
14295
    // Skip the main viewport (index 0), which is always fully handled by the application!
14296
0
    for (int i = 1; i < g.Viewports.Size; i++)
14297
0
    {
14298
0
        ImGuiViewportP* viewport = g.Viewports[i];
14299
14300
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14301
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14302
0
        bool destroy_platform_window = false;
14303
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14304
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14305
0
        if (destroy_platform_window)
14306
0
        {
14307
0
            DestroyPlatformWindow(viewport);
14308
0
            continue;
14309
0
        }
14310
14311
        // New windows that appears directly in a new viewport won't always have a size on their first frame
14312
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
14313
0
            continue;
14314
14315
        // Create window
14316
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
14317
0
        if (is_new_platform_window)
14318
0
        {
14319
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14320
0
            g.PlatformIO.Platform_CreateWindow(viewport);
14321
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
14322
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
14323
0
            viewport->LastNameHash = 0;
14324
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
14325
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
14326
0
            viewport->PlatformWindowCreated = true;
14327
0
        }
14328
14329
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
14330
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
14331
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
14332
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
14333
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
14334
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
14335
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
14336
0
        viewport->LastPlatformPos = viewport->Pos;
14337
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
14338
14339
        // Update title bar (if it changed)
14340
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
14341
0
        {
14342
0
            const char* title_begin = window_for_title->Name;
14343
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
14344
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
14345
0
            if (viewport->LastNameHash != title_hash)
14346
0
            {
14347
0
                char title_end_backup_c = *title_end;
14348
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
14349
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
14350
0
                *title_end = title_end_backup_c;
14351
0
                viewport->LastNameHash = title_hash;
14352
0
            }
14353
0
        }
14354
14355
        // Update alpha (if it changed)
14356
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
14357
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
14358
0
        viewport->LastAlpha = viewport->Alpha;
14359
14360
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
14361
0
        if (g.PlatformIO.Platform_UpdateWindow)
14362
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
14363
14364
0
        if (is_new_platform_window)
14365
0
        {
14366
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
14367
0
            if (g.FrameCount < 3)
14368
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14369
14370
            // Show window
14371
0
            g.PlatformIO.Platform_ShowWindow(viewport);
14372
14373
            // Even without focus, we assume the window becomes front-most.
14374
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
14375
0
            if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
14376
0
                viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
14377
0
            }
14378
14379
        // Clear request flags
14380
0
        viewport->ClearRequestFlags();
14381
0
    }
14382
14383
    // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14384
    // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14385
    // FIXME-VIEWPORT: We should use this information to also set dear imgui-side focus, allowing us to handle os-level alt+tab.
14386
0
    if (g.PlatformIO.Platform_GetWindowFocus != NULL)
14387
0
    {
14388
0
        ImGuiViewportP* focused_viewport = NULL;
14389
0
        for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++)
14390
0
        {
14391
0
            ImGuiViewportP* viewport = g.Viewports[n];
14392
0
            if (viewport->PlatformWindowCreated)
14393
0
                if (g.PlatformIO.Platform_GetWindowFocus(viewport))
14394
0
                    focused_viewport = viewport;
14395
0
        }
14396
14397
        // Store a tag so we can infer z-order easily from all our windows
14398
        // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14399
        // will keep the front most stamp instead of losing it back to their parent viewport.
14400
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14401
0
        {
14402
0
            if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
14403
0
                focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
14404
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14405
0
        }
14406
0
    }
14407
0
}
14408
14409
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
14410
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
14411
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
14412
//
14413
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14414
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14415
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14416
//            MyRenderFunction(platform_io.Viewports[i], my_args);
14417
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14418
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14419
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
14420
//
14421
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
14422
0
{
14423
    // Skip the main viewport (index 0), which is always fully handled by the application!
14424
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14425
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14426
0
    {
14427
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14428
0
        if (viewport->Flags & ImGuiViewportFlags_Minimized)
14429
0
            continue;
14430
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
14431
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
14432
0
    }
14433
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14434
0
    {
14435
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14436
0
        if (viewport->Flags & ImGuiViewportFlags_Minimized)
14437
0
            continue;
14438
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
14439
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
14440
0
    }
14441
0
}
14442
14443
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
14444
0
{
14445
0
    ImGuiContext& g = *GImGui;
14446
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
14447
0
    {
14448
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14449
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
14450
0
            return monitor_n;
14451
0
    }
14452
0
    return -1;
14453
0
}
14454
14455
// Search for the monitor with the largest intersection area with the given rectangle
14456
// We generally try to avoid searching loops but the monitor count should be very small here
14457
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
14458
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
14459
28.8k
{
14460
28.8k
    ImGuiContext& g = *GImGui;
14461
14462
28.8k
    const int monitor_count = g.PlatformIO.Monitors.Size;
14463
28.8k
    if (monitor_count <= 1)
14464
28.8k
        return monitor_count - 1;
14465
14466
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
14467
    // This is necessary for tooltips which always resize down to zero at first.
14468
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
14469
0
    int best_monitor_n = -1;
14470
0
    float best_monitor_surface = 0.001f;
14471
14472
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
14473
0
    {
14474
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14475
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
14476
0
        if (monitor_rect.Contains(rect))
14477
0
            return monitor_n;
14478
0
        ImRect overlapping_rect = rect;
14479
0
        overlapping_rect.ClipWithFull(monitor_rect);
14480
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
14481
0
        if (overlapping_surface < best_monitor_surface)
14482
0
            continue;
14483
0
        best_monitor_surface = overlapping_surface;
14484
0
        best_monitor_n = monitor_n;
14485
0
    }
14486
0
    return best_monitor_n;
14487
0
}
14488
14489
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
14490
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
14491
28.8k
{
14492
28.8k
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
14493
28.8k
}
14494
14495
// Return value is always != NULL, but don't hold on it across frames.
14496
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
14497
0
{
14498
0
    ImGuiContext& g = *GImGui;
14499
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
14500
0
    int monitor_idx = viewport->PlatformMonitor;
14501
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
14502
0
        return &g.PlatformIO.Monitors[monitor_idx];
14503
0
    return &g.FallbackMonitor;
14504
0
}
14505
14506
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
14507
0
{
14508
0
    ImGuiContext& g = *GImGui;
14509
0
    if (viewport->PlatformWindowCreated)
14510
0
    {
14511
0
        if (g.PlatformIO.Renderer_DestroyWindow)
14512
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
14513
0
        if (g.PlatformIO.Platform_DestroyWindow)
14514
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
14515
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
14516
14517
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
14518
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
14519
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
14520
0
            viewport->PlatformWindowCreated = false;
14521
0
    }
14522
0
    else
14523
0
    {
14524
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
14525
0
    }
14526
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
14527
0
    viewport->ClearRequestFlags();
14528
0
}
14529
14530
void ImGui::DestroyPlatformWindows()
14531
0
{
14532
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
14533
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
14534
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
14535
    // code to operator a consistent manner.
14536
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
14537
    // crashing if it doesn't have data stored.
14538
0
    ImGuiContext& g = *GImGui;
14539
0
    for (int i = 0; i < g.Viewports.Size; i++)
14540
0
        DestroyPlatformWindow(g.Viewports[i]);
14541
0
}
14542
14543
14544
//-----------------------------------------------------------------------------
14545
// [SECTION] DOCKING
14546
//-----------------------------------------------------------------------------
14547
// Docking: Internal Types
14548
// Docking: Forward Declarations
14549
// Docking: ImGuiDockContext
14550
// Docking: ImGuiDockContext Docking/Undocking functions
14551
// Docking: ImGuiDockNode
14552
// Docking: ImGuiDockNode Tree manipulation functions
14553
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
14554
// Docking: Builder Functions
14555
// Docking: Begin/End Support Functions (called from Begin/End)
14556
// Docking: Settings
14557
//-----------------------------------------------------------------------------
14558
14559
//-----------------------------------------------------------------------------
14560
// Typical Docking call flow: (root level is generally public API):
14561
//-----------------------------------------------------------------------------
14562
// - NewFrame()                               new dear imgui frame
14563
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
14564
//    | - DockContextProcessUndockWindow()    - process one window undocking request
14565
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
14566
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
14567
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
14568
//    | - DockContextProcessDock()            - process one docking request
14569
//    | - DockNodeUpdate()
14570
//    |   - DockNodeUpdateForRootNode()
14571
//    |     - DockNodeUpdateFlagsAndCollapse()
14572
//    |     - DockNodeFindInfo()
14573
//    |   - destroy unused node or tab bar
14574
//    |   - create dock node host window
14575
//    |      - Begin() etc.
14576
//    |   - DockNodeStartMouseMovingWindow()
14577
//    |   - DockNodeTreeUpdatePosSize()
14578
//    |   - DockNodeTreeUpdateSplitter()
14579
//    |   - draw node background
14580
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
14581
//    |     - DockNodeAddTabBar()
14582
//    |     - DockNodeUpdateWindowMenu()
14583
//    |     - DockNodeCalcTabBarLayout()
14584
//    |     - BeginTabBarEx()
14585
//    |     - TabItemEx() calls
14586
//    |     - EndTabBar()
14587
//    |   - BeginDockableDragDropTarget()
14588
//    |      - DockNodeUpdate()               - recurse into child nodes...
14589
//-----------------------------------------------------------------------------
14590
// - DockSpace()                              user submit a dockspace into a window
14591
//    | Begin(Child)                          - create a child window
14592
//    | DockNodeUpdate()                      - call main dock node update function
14593
//    | End(Child)
14594
//    | ItemSize()
14595
//-----------------------------------------------------------------------------
14596
// - Begin()
14597
//    | BeginDocked()
14598
//    | BeginDockableDragDropSource()
14599
//    | BeginDockableDragDropTarget()
14600
//    | - DockNodePreviewDockRender()
14601
//-----------------------------------------------------------------------------
14602
// - EndFrame()
14603
//    | DockContextEndFrame()
14604
//-----------------------------------------------------------------------------
14605
14606
//-----------------------------------------------------------------------------
14607
// Docking: Internal Types
14608
//-----------------------------------------------------------------------------
14609
// - ImGuiDockRequestType
14610
// - ImGuiDockRequest
14611
// - ImGuiDockPreviewData
14612
// - ImGuiDockNodeSettings
14613
// - ImGuiDockContext
14614
//-----------------------------------------------------------------------------
14615
14616
enum ImGuiDockRequestType
14617
{
14618
    ImGuiDockRequestType_None = 0,
14619
    ImGuiDockRequestType_Dock,
14620
    ImGuiDockRequestType_Undock,
14621
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
14622
};
14623
14624
struct ImGuiDockRequest
14625
{
14626
    ImGuiDockRequestType    Type;
14627
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
14628
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
14629
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
14630
    ImGuiDir                DockSplitDir;
14631
    float                   DockSplitRatio;
14632
    bool                    DockSplitOuter;
14633
    ImGuiWindow*            UndockTargetWindow;
14634
    ImGuiDockNode*          UndockTargetNode;
14635
14636
    ImGuiDockRequest()
14637
0
    {
14638
0
        Type = ImGuiDockRequestType_None;
14639
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
14640
0
        DockTargetNode = UndockTargetNode = NULL;
14641
0
        DockSplitDir = ImGuiDir_None;
14642
0
        DockSplitRatio = 0.5f;
14643
0
        DockSplitOuter = false;
14644
0
    }
14645
};
14646
14647
struct ImGuiDockPreviewData
14648
{
14649
    ImGuiDockNode   FutureNode;
14650
    bool            IsDropAllowed;
14651
    bool            IsCenterAvailable;
14652
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
14653
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
14654
    ImGuiDockNode*  SplitNode;
14655
    ImGuiDir        SplitDir;
14656
    float           SplitRatio;
14657
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
14658
14659
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
14660
};
14661
14662
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
14663
struct ImGuiDockNodeSettings
14664
{
14665
    ImGuiID             ID;
14666
    ImGuiID             ParentNodeId;
14667
    ImGuiID             ParentWindowId;
14668
    ImGuiID             SelectedTabId;
14669
    signed char         SplitAxis;
14670
    char                Depth;
14671
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
14672
    ImVec2ih            Pos;
14673
    ImVec2ih            Size;
14674
    ImVec2ih            SizeRef;
14675
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
14676
};
14677
14678
//-----------------------------------------------------------------------------
14679
// Docking: Forward Declarations
14680
//-----------------------------------------------------------------------------
14681
14682
namespace ImGui
14683
{
14684
    // ImGuiDockContext
14685
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
14686
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
14687
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
14688
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
14689
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
14690
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
14691
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
14692
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
14693
14694
    // ImGuiDockNode
14695
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
14696
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
14697
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
14698
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
14699
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
14700
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
14701
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
14702
    static void             DockNodeUpdate(ImGuiDockNode* node);
14703
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
14704
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
14705
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
14706
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
14707
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
14708
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
14709
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
14710
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
14711
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
14712
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
14713
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
14714
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
14715
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
14716
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
14717
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
14718
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
14719
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
14720
14721
    // ImGuiDockNode tree manipulations
14722
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
14723
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
14724
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
14725
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
14726
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
14727
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
14728
14729
    // Settings
14730
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
14731
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
14732
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
14733
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
14734
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
14735
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
14736
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
14737
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
14738
}
14739
14740
//-----------------------------------------------------------------------------
14741
// Docking: ImGuiDockContext
14742
//-----------------------------------------------------------------------------
14743
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
14744
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
14745
// At boot time only, we run a simple GC to remove nodes that have no references.
14746
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
14747
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
14748
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
14749
//-----------------------------------------------------------------------------
14750
// - DockContextInitialize()
14751
// - DockContextShutdown()
14752
// - DockContextClearNodes()
14753
// - DockContextRebuildNodes()
14754
// - DockContextNewFrameUpdateUndocking()
14755
// - DockContextNewFrameUpdateDocking()
14756
// - DockContextEndFrame()
14757
// - DockContextFindNodeByID()
14758
// - DockContextBindNodeToWindow()
14759
// - DockContextGenNodeID()
14760
// - DockContextAddNode()
14761
// - DockContextRemoveNode()
14762
// - ImGuiDockContextPruneNodeData
14763
// - DockContextPruneUnusedSettingsNodes()
14764
// - DockContextBuildNodesFromSettings()
14765
// - DockContextBuildAddWindowsToNodes()
14766
//-----------------------------------------------------------------------------
14767
14768
void ImGui::DockContextInitialize(ImGuiContext* ctx)
14769
1
{
14770
1
    ImGuiContext& g = *ctx;
14771
14772
    // Add .ini handle for persistent docking data
14773
1
    ImGuiSettingsHandler ini_handler;
14774
1
    ini_handler.TypeName = "Docking";
14775
1
    ini_handler.TypeHash = ImHashStr("Docking");
14776
1
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
14777
1
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
14778
1
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
14779
1
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
14780
1
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
14781
1
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
14782
1
    g.SettingsHandlers.push_back(ini_handler);
14783
14784
1
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
14785
1
}
14786
14787
void ImGui::DockContextShutdown(ImGuiContext* ctx)
14788
0
{
14789
0
    ImGuiDockContext* dc  = &ctx->DockContext;
14790
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
14791
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14792
0
            IM_DELETE(node);
14793
0
}
14794
14795
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
14796
0
{
14797
0
    IM_UNUSED(ctx);
14798
0
    IM_ASSERT(ctx == GImGui);
14799
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
14800
0
    DockBuilderRemoveNodeChildNodes(root_id);
14801
0
}
14802
14803
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
14804
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
14805
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
14806
0
{
14807
0
    ImGuiContext& g = *ctx;
14808
0
    ImGuiDockContext* dc = &ctx->DockContext;
14809
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
14810
0
    SaveIniSettingsToMemory();
14811
0
    ImGuiID root_id = 0; // Rebuild all
14812
0
    DockContextClearNodes(ctx, root_id, false);
14813
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
14814
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
14815
0
}
14816
14817
// Docking context update function, called by NewFrame()
14818
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
14819
28.8k
{
14820
28.8k
    ImGuiContext& g = *ctx;
14821
28.8k
    ImGuiDockContext* dc = &ctx->DockContext;
14822
28.8k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
14823
0
    {
14824
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
14825
0
            DockContextClearNodes(ctx, 0, true);
14826
0
        return;
14827
0
    }
14828
14829
    // Setting NoSplit at runtime merges all nodes
14830
28.8k
    if (g.IO.ConfigDockingNoSplit)
14831
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
14832
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14833
0
                if (node->IsRootNode() && node->IsSplitNode())
14834
0
                {
14835
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
14836
                    //dc->WantFullRebuild = true;
14837
0
                }
14838
14839
    // Process full rebuild
14840
#if 0
14841
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
14842
        dc->WantFullRebuild = true;
14843
#endif
14844
28.8k
    if (dc->WantFullRebuild)
14845
0
    {
14846
0
        DockContextRebuildNodes(ctx);
14847
0
        dc->WantFullRebuild = false;
14848
0
    }
14849
14850
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
14851
28.8k
    for (int n = 0; n < dc->Requests.Size; n++)
14852
0
    {
14853
0
        ImGuiDockRequest* req = &dc->Requests[n];
14854
0
        if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow)
14855
0
            DockContextProcessUndockWindow(ctx, req->UndockTargetWindow);
14856
0
        else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode)
14857
0
            DockContextProcessUndockNode(ctx, req->UndockTargetNode);
14858
0
    }
14859
28.8k
}
14860
14861
// Docking context update function, called by NewFrame()
14862
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
14863
28.8k
{
14864
28.8k
    ImGuiContext& g = *ctx;
14865
28.8k
    ImGuiDockContext* dc  = &ctx->DockContext;
14866
28.8k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
14867
0
        return;
14868
14869
    // [DEBUG] Store hovered dock node.
14870
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
14871
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
14872
28.8k
    g.DebugHoveredDockNode = NULL;
14873
28.8k
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
14874
983
    {
14875
983
        if (hovered_window->DockNodeAsHost)
14876
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
14877
983
        else if (hovered_window->RootWindow->DockNode)
14878
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
14879
983
    }
14880
14881
    // Process Docking requests
14882
28.8k
    for (int n = 0; n < dc->Requests.Size; n++)
14883
0
        if (dc->Requests[n].Type == ImGuiDockRequestType_Dock)
14884
0
            DockContextProcessDock(ctx, &dc->Requests[n]);
14885
28.8k
    dc->Requests.resize(0);
14886
14887
    // Create windows for each automatic docking nodes
14888
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
14889
28.8k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
14890
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14891
0
            if (node->IsFloatingNode())
14892
0
                DockNodeUpdate(node);
14893
28.8k
}
14894
14895
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
14896
28.8k
{
14897
    // Draw backgrounds of node missing their window
14898
28.8k
    ImGuiContext& g = *ctx;
14899
28.8k
    ImGuiDockContext* dc = &g.DockContext;
14900
28.8k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
14901
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14902
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
14903
0
            {
14904
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
14905
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE);
14906
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
14907
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
14908
0
            }
14909
28.8k
}
14910
14911
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
14912
0
{
14913
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
14914
0
}
14915
14916
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
14917
0
{
14918
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
14919
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
14920
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
14921
0
    ImGuiID id = 0x0001;
14922
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
14923
0
        id++;
14924
0
    return id;
14925
0
}
14926
14927
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
14928
0
{
14929
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
14930
0
    ImGuiContext& g = *ctx;
14931
0
    if (id == 0)
14932
0
        id = DockContextGenNodeID(ctx);
14933
0
    else
14934
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
14935
14936
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
14937
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
14938
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
14939
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
14940
0
    return node;
14941
0
}
14942
14943
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
14944
0
{
14945
0
    ImGuiContext& g = *ctx;
14946
0
    ImGuiDockContext* dc  = &ctx->DockContext;
14947
14948
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
14949
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
14950
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
14951
0
    IM_ASSERT(node->Windows.Size == 0);
14952
14953
0
    if (node->HostWindow)
14954
0
        node->HostWindow->DockNodeAsHost = NULL;
14955
14956
0
    ImGuiDockNode* parent_node = node->ParentNode;
14957
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
14958
0
    if (merge)
14959
0
    {
14960
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
14961
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
14962
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
14963
0
    }
14964
0
    else
14965
0
    {
14966
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
14967
0
            if (parent_node->ChildNodes[n] == node)
14968
0
                node->ParentNode->ChildNodes[n] = NULL;
14969
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
14970
0
        IM_DELETE(node);
14971
0
    }
14972
0
}
14973
14974
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
14975
0
{
14976
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
14977
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
14978
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
14979
0
}
14980
14981
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
14982
struct ImGuiDockContextPruneNodeData
14983
{
14984
    int         CountWindows, CountChildWindows, CountChildNodes;
14985
    ImGuiID     RootId;
14986
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
14987
};
14988
14989
// Garbage collect unused nodes (run once at init time)
14990
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
14991
0
{
14992
0
    ImGuiContext& g = *ctx;
14993
0
    ImGuiDockContext* dc  = &ctx->DockContext;
14994
0
    IM_ASSERT(g.Windows.Size == 0);
14995
14996
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
14997
0
    pool.Reserve(dc->NodesSettings.Size);
14998
14999
    // Count child nodes and compute RootID
15000
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15001
0
    {
15002
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15003
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15004
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15005
0
        if (settings->ParentNodeId)
15006
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15007
0
    }
15008
15009
    // Count reference to dock ids from dockspaces
15010
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15011
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15012
0
    {
15013
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15014
0
        if (settings->ParentWindowId != 0)
15015
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15016
0
                if (window_settings->DockId)
15017
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15018
0
                        data->CountChildNodes++;
15019
0
    }
15020
15021
    // Count reference to dock ids from window settings
15022
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15023
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15024
0
        if (ImGuiID dock_id = settings->DockId)
15025
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15026
0
            {
15027
0
                data->CountWindows++;
15028
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15029
0
                    data_root->CountChildWindows++;
15030
0
            }
15031
15032
    // Prune
15033
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15034
0
    {
15035
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15036
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15037
0
        if (data->CountWindows > 1)
15038
0
            continue;
15039
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15040
15041
0
        bool remove = false;
15042
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15043
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15044
0
        remove |= (data_root->CountChildWindows == 0);
15045
0
        if (remove)
15046
0
        {
15047
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15048
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15049
0
            settings->ID = 0;
15050
0
        }
15051
0
    }
15052
0
}
15053
15054
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
15055
0
{
15056
    // Build nodes
15057
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
15058
0
    {
15059
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
15060
0
        if (settings->ID == 0)
15061
0
            continue;
15062
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
15063
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
15064
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
15065
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
15066
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
15067
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
15068
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
15069
0
            node->ParentNode->ChildNodes[0] = node;
15070
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
15071
0
            node->ParentNode->ChildNodes[1] = node;
15072
0
        node->SelectedTabId = settings->SelectedTabId;
15073
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
15074
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
15075
15076
        // Bind host window immediately if it already exist (in case of a rebuild)
15077
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
15078
0
        char host_window_title[20];
15079
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
15080
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
15081
0
    }
15082
0
}
15083
15084
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
15085
0
{
15086
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
15087
0
    ImGuiContext& g = *ctx;
15088
0
    for (int n = 0; n < g.Windows.Size; n++)
15089
0
    {
15090
0
        ImGuiWindow* window = g.Windows[n];
15091
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
15092
0
            continue;
15093
0
        if (window->DockNode != NULL)
15094
0
            continue;
15095
15096
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
15097
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
15098
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
15099
0
            DockNodeAddWindow(node, window, true);
15100
0
    }
15101
0
}
15102
15103
//-----------------------------------------------------------------------------
15104
// Docking: ImGuiDockContext Docking/Undocking functions
15105
//-----------------------------------------------------------------------------
15106
// - DockContextQueueDock()
15107
// - DockContextQueueUndockWindow()
15108
// - DockContextQueueUndockNode()
15109
// - DockContextQueueNotifyRemovedNode()
15110
// - DockContextProcessDock()
15111
// - DockContextProcessUndockWindow()
15112
// - DockContextProcessUndockNode()
15113
// - DockContextCalcDropPosForDocking()
15114
//-----------------------------------------------------------------------------
15115
15116
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
15117
0
{
15118
0
    IM_ASSERT(target != payload);
15119
0
    ImGuiDockRequest req;
15120
0
    req.Type = ImGuiDockRequestType_Dock;
15121
0
    req.DockTargetWindow = target;
15122
0
    req.DockTargetNode = target_node;
15123
0
    req.DockPayload = payload;
15124
0
    req.DockSplitDir = split_dir;
15125
0
    req.DockSplitRatio = split_ratio;
15126
0
    req.DockSplitOuter = split_outer;
15127
0
    ctx->DockContext.Requests.push_back(req);
15128
0
}
15129
15130
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15131
0
{
15132
0
    ImGuiDockRequest req;
15133
0
    req.Type = ImGuiDockRequestType_Undock;
15134
0
    req.UndockTargetWindow = window;
15135
0
    ctx->DockContext.Requests.push_back(req);
15136
0
}
15137
15138
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15139
0
{
15140
0
    ImGuiDockRequest req;
15141
0
    req.Type = ImGuiDockRequestType_Undock;
15142
0
    req.UndockTargetNode = node;
15143
0
    ctx->DockContext.Requests.push_back(req);
15144
0
}
15145
15146
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15147
0
{
15148
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15149
0
    for (int n = 0; n < dc->Requests.Size; n++)
15150
0
        if (dc->Requests[n].DockTargetNode == node)
15151
0
            dc->Requests[n].Type = ImGuiDockRequestType_None;
15152
0
}
15153
15154
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15155
0
{
15156
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15157
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15158
15159
0
    ImGuiContext& g = *ctx;
15160
0
    IM_UNUSED(g);
15161
15162
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15163
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15164
0
    ImGuiDockNode* node = req->DockTargetNode;
15165
0
    if (payload_window)
15166
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15167
0
    else
15168
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15169
15170
    // Decide which Tab will be selected at the end of the operation
15171
0
    ImGuiID next_selected_id = 0;
15172
0
    ImGuiDockNode* payload_node = NULL;
15173
0
    if (payload_window)
15174
0
    {
15175
0
        payload_node = payload_window->DockNodeAsHost;
15176
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15177
0
        if (payload_node && payload_node->IsLeafNode())
15178
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15179
0
        if (payload_node == NULL)
15180
0
            next_selected_id = payload_window->TabId;
15181
0
    }
15182
15183
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15184
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15185
0
    if (node)
15186
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15187
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15188
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15189
15190
    // Create new node and add existing window to it
15191
0
    if (node == NULL)
15192
0
    {
15193
0
        node = DockContextAddNode(ctx, 0);
15194
0
        node->Pos = target_window->Pos;
15195
0
        node->Size = target_window->Size;
15196
0
        if (target_window->DockNodeAsHost == NULL)
15197
0
        {
15198
0
            DockNodeAddWindow(node, target_window, true);
15199
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15200
0
            target_window->DockIsActive = true;
15201
0
        }
15202
0
    }
15203
15204
0
    ImGuiDir split_dir = req->DockSplitDir;
15205
0
    if (split_dir != ImGuiDir_None)
15206
0
    {
15207
        // Split into two, one side will be our payload node unless we are dropping a loose window
15208
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15209
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15210
0
        const float split_ratio = req->DockSplitRatio;
15211
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15212
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15213
0
        new_node->HostWindow = node->HostWindow;
15214
0
        node = new_node;
15215
0
    }
15216
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15217
15218
0
    if (node != payload_node)
15219
0
    {
15220
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15221
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15222
0
        {
15223
0
            DockNodeAddTabBar(node);
15224
0
            for (int n = 0; n < node->Windows.Size; n++)
15225
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15226
0
        }
15227
15228
0
        if (payload_node != NULL)
15229
0
        {
15230
            // Transfer full payload node (with 1+ child windows or child nodes)
15231
0
            if (payload_node->IsSplitNode())
15232
0
            {
15233
0
                if (node->Windows.Size > 0)
15234
0
                {
15235
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15236
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15237
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15238
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15239
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15240
0
                    if (visible_node->TabBar)
15241
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15242
0
                    DockNodeMoveWindows(node, visible_node);
15243
0
                    DockNodeMoveWindows(visible_node, node);
15244
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15245
0
                }
15246
0
                if (node->IsCentralNode())
15247
0
                {
15248
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15249
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15250
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15251
0
                    IM_ASSERT(last_focused_node != NULL);
15252
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15253
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15254
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15255
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15256
0
                    last_focused_root_node->CentralNode = last_focused_node;
15257
0
                }
15258
15259
0
                IM_ASSERT(node->Windows.Size == 0);
15260
0
                DockNodeMoveChildNodes(node, payload_node);
15261
0
            }
15262
0
            else
15263
0
            {
15264
0
                const ImGuiID payload_dock_id = payload_node->ID;
15265
0
                DockNodeMoveWindows(node, payload_node);
15266
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15267
0
            }
15268
0
            DockContextRemoveNode(ctx, payload_node, true);
15269
0
        }
15270
0
        else if (payload_window)
15271
0
        {
15272
            // Transfer single window
15273
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15274
0
            node->VisibleWindow = payload_window;
15275
0
            DockNodeAddWindow(node, payload_window, true);
15276
0
            if (payload_dock_id != 0)
15277
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15278
0
        }
15279
0
    }
15280
0
    else
15281
0
    {
15282
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15283
0
        node->WantHiddenTabBarUpdate = true;
15284
0
    }
15285
15286
    // Update selection immediately
15287
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15288
0
        tab_bar->NextSelectedTabId = next_selected_id;
15289
0
    MarkIniSettingsDirty();
15290
0
}
15291
15292
// Problem:
15293
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15294
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15295
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15296
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15297
// Solution:
15298
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15299
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15300
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15301
0
{
15302
0
    if (ref_viewport == NULL)
15303
0
        return size;
15304
15305
0
    ImGuiContext& g = *GImGui;
15306
0
    ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f);
15307
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15308
0
    {
15309
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15310
0
        max_size = ImFloor(monitor->WorkSize * 0.90f);
15311
0
    }
15312
0
    return ImMin(size, max_size);
15313
0
}
15314
15315
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15316
0
{
15317
0
    ImGuiContext& g = *ctx;
15318
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15319
0
    if (window->DockNode)
15320
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15321
0
    else
15322
0
        window->DockId = 0;
15323
0
    window->Collapsed = false;
15324
0
    window->DockIsActive = false;
15325
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15326
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15327
15328
0
    MarkIniSettingsDirty();
15329
0
}
15330
15331
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15332
0
{
15333
0
    ImGuiContext& g = *ctx;
15334
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
15335
0
    IM_ASSERT(node->IsLeafNode());
15336
0
    IM_ASSERT(node->Windows.Size >= 1);
15337
15338
0
    if (node->IsRootNode() || node->IsCentralNode())
15339
0
    {
15340
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
15341
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
15342
0
        new_node->Pos = node->Pos;
15343
0
        new_node->Size = node->Size;
15344
0
        new_node->SizeRef = node->SizeRef;
15345
0
        DockNodeMoveWindows(new_node, node);
15346
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
15347
0
        node = new_node;
15348
0
    }
15349
0
    else
15350
0
    {
15351
        // Otherwise extract our node and merge our sibling back into the parent node.
15352
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15353
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
15354
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
15355
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
15356
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
15357
0
        node->ParentNode = NULL;
15358
0
    }
15359
0
    for (int n = 0; n < node->Windows.Size; n++)
15360
0
    {
15361
0
        ImGuiWindow* window = node->Windows[n];
15362
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15363
0
        if (window->ParentWindow)
15364
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
15365
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
15366
0
    }
15367
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
15368
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
15369
0
    node->WantMouseMove = true;
15370
0
    MarkIniSettingsDirty();
15371
0
}
15372
15373
// This is mostly used for automation.
15374
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
15375
0
{
15376
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
15377
    // (which would be functionally identical) we only show the outer one. Reflect this here.
15378
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
15379
0
        split_outer = true;
15380
0
    ImGuiDockPreviewData split_data;
15381
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
15382
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
15383
0
        return false;
15384
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
15385
0
    return true;
15386
0
}
15387
15388
//-----------------------------------------------------------------------------
15389
// Docking: ImGuiDockNode
15390
//-----------------------------------------------------------------------------
15391
// - DockNodeGetTabOrder()
15392
// - DockNodeAddWindow()
15393
// - DockNodeRemoveWindow()
15394
// - DockNodeMoveChildNodes()
15395
// - DockNodeMoveWindows()
15396
// - DockNodeApplyPosSizeToWindows()
15397
// - DockNodeHideHostWindow()
15398
// - ImGuiDockNodeFindInfoResults
15399
// - DockNodeFindInfo()
15400
// - DockNodeFindWindowByID()
15401
// - DockNodeUpdateFlagsAndCollapse()
15402
// - DockNodeUpdateHasCentralNodeFlag()
15403
// - DockNodeUpdateVisibleFlag()
15404
// - DockNodeStartMouseMovingWindow()
15405
// - DockNodeUpdate()
15406
// - DockNodeUpdateWindowMenu()
15407
// - DockNodeBeginAmendTabBar()
15408
// - DockNodeEndAmendTabBar()
15409
// - DockNodeUpdateTabBar()
15410
// - DockNodeAddTabBar()
15411
// - DockNodeRemoveTabBar()
15412
// - DockNodeIsDropAllowedOne()
15413
// - DockNodeIsDropAllowed()
15414
// - DockNodeCalcTabBarLayout()
15415
// - DockNodeCalcSplitRects()
15416
// - DockNodeCalcDropRectsAndTestMousePos()
15417
// - DockNodePreviewDockSetup()
15418
// - DockNodePreviewDockRender()
15419
//-----------------------------------------------------------------------------
15420
15421
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
15422
0
{
15423
0
    ID = id;
15424
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
15425
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
15426
0
    TabBar = NULL;
15427
0
    SplitAxis = ImGuiAxis_None;
15428
15429
0
    State = ImGuiDockNodeState_Unknown;
15430
0
    LastBgColor = IM_COL32_WHITE;
15431
0
    HostWindow = VisibleWindow = NULL;
15432
0
    CentralNode = OnlyNodeWithWindows = NULL;
15433
0
    CountNodeWithWindows = 0;
15434
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
15435
0
    LastFocusedNodeId = 0;
15436
0
    SelectedTabId = 0;
15437
0
    WantCloseTabId = 0;
15438
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
15439
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
15440
0
    IsVisible = true;
15441
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
15442
0
    IsBgDrawnThisFrame = false;
15443
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
15444
0
}
15445
15446
ImGuiDockNode::~ImGuiDockNode()
15447
0
{
15448
0
    IM_DELETE(TabBar);
15449
0
    TabBar = NULL;
15450
0
    ChildNodes[0] = ChildNodes[1] = NULL;
15451
0
}
15452
15453
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
15454
0
{
15455
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
15456
0
    if (tab_bar == NULL)
15457
0
        return -1;
15458
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
15459
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
15460
0
}
15461
15462
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
15463
0
{
15464
0
    window->Hidden = true;
15465
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
15466
0
}
15467
15468
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
15469
0
{
15470
0
    ImGuiContext& g = *GImGui; (void)g;
15471
0
    if (window->DockNode)
15472
0
    {
15473
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
15474
0
        IM_ASSERT(window->DockNode->ID != node->ID);
15475
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
15476
0
    }
15477
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
15478
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15479
15480
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
15481
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
15482
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
15483
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
15484
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
15485
15486
0
    node->Windows.push_back(window);
15487
0
    node->WantHiddenTabBarUpdate = true;
15488
0
    window->DockNode = node;
15489
0
    window->DockId = node->ID;
15490
0
    window->DockIsActive = (node->Windows.Size > 1);
15491
0
    window->DockTabWantClose = false;
15492
15493
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
15494
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
15495
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
15496
0
    {
15497
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
15498
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
15499
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
15500
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
15501
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
15502
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
15503
0
    }
15504
15505
    // Add to tab bar if requested
15506
0
    if (add_to_tab_bar)
15507
0
    {
15508
0
        if (node->TabBar == NULL)
15509
0
        {
15510
0
            DockNodeAddTabBar(node);
15511
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
15512
15513
            // Add existing windows
15514
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
15515
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15516
0
        }
15517
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
15518
0
    }
15519
15520
0
    DockNodeUpdateVisibleFlag(node);
15521
15522
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
15523
0
    if (node->HostWindow)
15524
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
15525
0
}
15526
15527
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
15528
0
{
15529
0
    ImGuiContext& g = *GImGui;
15530
0
    IM_ASSERT(window->DockNode == node);
15531
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
15532
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
15533
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
15534
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15535
15536
0
    window->DockNode = NULL;
15537
0
    window->DockIsActive = window->DockTabWantClose = false;
15538
0
    window->DockId = save_dock_id;
15539
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15540
0
    if (window->ParentWindow)
15541
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
15542
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
15543
15544
    // Remove window
15545
0
    bool erased = false;
15546
0
    for (int n = 0; n < node->Windows.Size; n++)
15547
0
        if (node->Windows[n] == window)
15548
0
        {
15549
0
            node->Windows.erase(node->Windows.Data + n);
15550
0
            erased = true;
15551
0
            break;
15552
0
        }
15553
0
    if (!erased)
15554
0
        IM_ASSERT(erased);
15555
0
    if (node->VisibleWindow == window)
15556
0
        node->VisibleWindow = NULL;
15557
15558
    // Remove tab and possibly tab bar
15559
0
    node->WantHiddenTabBarUpdate = true;
15560
0
    if (node->TabBar)
15561
0
    {
15562
0
        TabBarRemoveTab(node->TabBar, window->TabId);
15563
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
15564
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
15565
0
            DockNodeRemoveTabBar(node);
15566
0
    }
15567
15568
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
15569
0
    {
15570
        // Automatic dock node delete themselves if they are not holding at least one tab
15571
0
        DockContextRemoveNode(&g, node, true);
15572
0
        return;
15573
0
    }
15574
15575
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
15576
0
    {
15577
0
        ImGuiWindow* remaining_window = node->Windows[0];
15578
0
        if (node->HostWindow->ViewportOwned && node->IsRootNode())
15579
0
        {
15580
            // Transfer viewport back to the remaining loose window
15581
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X=>%08X for Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, remaining_window->ID, remaining_window->Name);
15582
0
            IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow);
15583
0
            node->HostWindow->Viewport->Window = remaining_window;
15584
0
            node->HostWindow->Viewport->ID = remaining_window->ID;
15585
0
        }
15586
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
15587
0
    }
15588
15589
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
15590
0
    DockNodeUpdateVisibleFlag(node);
15591
0
}
15592
15593
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15594
0
{
15595
0
    IM_ASSERT(dst_node->Windows.Size == 0);
15596
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
15597
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
15598
0
    if (dst_node->ChildNodes[0])
15599
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
15600
0
    if (dst_node->ChildNodes[1])
15601
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
15602
0
    dst_node->SplitAxis = src_node->SplitAxis;
15603
0
    dst_node->SizeRef = src_node->SizeRef;
15604
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
15605
0
}
15606
15607
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15608
0
{
15609
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
15610
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
15611
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
15612
0
    if (src_tab_bar != NULL)
15613
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
15614
15615
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
15616
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
15617
0
    if (move_tab_bar)
15618
0
    {
15619
0
        dst_node->TabBar = src_node->TabBar;
15620
0
        src_node->TabBar = NULL;
15621
0
    }
15622
15623
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
15624
0
    for (ImGuiWindow* window : src_node->Windows)
15625
0
    {
15626
0
        window->DockNode = NULL;
15627
0
        window->DockIsActive = false;
15628
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
15629
0
    }
15630
0
    src_node->Windows.clear();
15631
15632
0
    if (!move_tab_bar && src_node->TabBar)
15633
0
    {
15634
0
        if (dst_node->TabBar)
15635
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
15636
0
        DockNodeRemoveTabBar(src_node);
15637
0
    }
15638
0
}
15639
15640
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
15641
0
{
15642
0
    for (int n = 0; n < node->Windows.Size; n++)
15643
0
    {
15644
0
        SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
15645
0
        SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always);
15646
0
    }
15647
0
}
15648
15649
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
15650
0
{
15651
0
    if (node->HostWindow)
15652
0
    {
15653
0
        if (node->HostWindow->DockNodeAsHost == node)
15654
0
            node->HostWindow->DockNodeAsHost = NULL;
15655
0
        node->HostWindow = NULL;
15656
0
    }
15657
15658
0
    if (node->Windows.Size == 1)
15659
0
    {
15660
0
        node->VisibleWindow = node->Windows[0];
15661
0
        node->Windows[0]->DockIsActive = false;
15662
0
    }
15663
15664
0
    if (node->TabBar)
15665
0
        DockNodeRemoveTabBar(node);
15666
0
}
15667
15668
// Search function called once by root node in DockNodeUpdate()
15669
struct ImGuiDockNodeTreeInfo
15670
{
15671
    ImGuiDockNode*      CentralNode;
15672
    ImGuiDockNode*      FirstNodeWithWindows;
15673
    int                 CountNodesWithWindows;
15674
    //ImGuiWindowClass  WindowClassForMerges;
15675
15676
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
15677
};
15678
15679
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
15680
0
{
15681
0
    if (node->Windows.Size > 0)
15682
0
    {
15683
0
        if (info->FirstNodeWithWindows == NULL)
15684
0
            info->FirstNodeWithWindows = node;
15685
0
        info->CountNodesWithWindows++;
15686
0
    }
15687
0
    if (node->IsCentralNode())
15688
0
    {
15689
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
15690
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
15691
0
        info->CentralNode = node;
15692
0
    }
15693
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
15694
0
        return;
15695
0
    if (node->ChildNodes[0])
15696
0
        DockNodeFindInfo(node->ChildNodes[0], info);
15697
0
    if (node->ChildNodes[1])
15698
0
        DockNodeFindInfo(node->ChildNodes[1], info);
15699
0
}
15700
15701
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
15702
0
{
15703
0
    IM_ASSERT(id != 0);
15704
0
    for (int n = 0; n < node->Windows.Size; n++)
15705
0
        if (node->Windows[n]->ID == id)
15706
0
            return node->Windows[n];
15707
0
    return NULL;
15708
0
}
15709
15710
// - Remove inactive windows/nodes.
15711
// - Update visibility flag.
15712
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
15713
0
{
15714
0
    ImGuiContext& g = *GImGui;
15715
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15716
15717
    // Inherit most flags
15718
0
    if (node->ParentNode)
15719
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
15720
15721
    // Recurse into children
15722
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
15723
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
15724
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
15725
0
    node->HasCentralNodeChild = false;
15726
0
    if (node->ChildNodes[0])
15727
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
15728
0
    if (node->ChildNodes[1])
15729
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
15730
15731
    // Remove inactive windows, collapse nodes
15732
    // Merge node flags overrides stored in windows
15733
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
15734
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
15735
0
    {
15736
0
        ImGuiWindow* window = node->Windows[window_n];
15737
0
        IM_ASSERT(window->DockNode == node);
15738
15739
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
15740
0
        bool remove = false;
15741
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
15742
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
15743
0
        remove |= (window->DockTabWantClose);
15744
0
        if (remove)
15745
0
        {
15746
0
            window->DockTabWantClose = false;
15747
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
15748
0
            {
15749
0
                DockNodeHideHostWindow(node);
15750
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
15751
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
15752
0
                return;
15753
0
            }
15754
0
            DockNodeRemoveWindow(node, window, node->ID);
15755
0
            window_n--;
15756
0
            continue;
15757
0
        }
15758
15759
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
15760
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
15761
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
15762
0
    }
15763
0
    node->UpdateMergedFlags();
15764
15765
    // Auto-hide tab bar option
15766
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
15767
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
15768
0
        node->WantHiddenTabBarToggle = true;
15769
0
    node->WantHiddenTabBarUpdate = false;
15770
15771
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
15772
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
15773
0
        node->WantHiddenTabBarToggle = false;
15774
15775
    // Apply toggles at a single point of the frame (here!)
15776
0
    if (node->Windows.Size > 1)
15777
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15778
0
    else if (node->WantHiddenTabBarToggle)
15779
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
15780
0
    node->WantHiddenTabBarToggle = false;
15781
15782
0
    DockNodeUpdateVisibleFlag(node);
15783
0
}
15784
15785
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
15786
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
15787
0
{
15788
0
    node->HasCentralNodeChild = false;
15789
0
    if (node->ChildNodes[0])
15790
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
15791
0
    if (node->ChildNodes[1])
15792
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
15793
0
    if (node->IsRootNode())
15794
0
    {
15795
0
        ImGuiDockNode* mark_node = node->CentralNode;
15796
0
        while (mark_node)
15797
0
        {
15798
0
            mark_node->HasCentralNodeChild = true;
15799
0
            mark_node = mark_node->ParentNode;
15800
0
        }
15801
0
    }
15802
0
}
15803
15804
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
15805
0
{
15806
    // Update visibility flag
15807
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
15808
0
    is_visible |= (node->Windows.Size > 0);
15809
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
15810
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
15811
0
    node->IsVisible = is_visible;
15812
0
}
15813
15814
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
15815
0
{
15816
0
    ImGuiContext& g = *GImGui;
15817
0
    IM_ASSERT(node->WantMouseMove == true);
15818
0
    StartMouseMovingWindow(window);
15819
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
15820
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
15821
0
    node->WantMouseMove = false;
15822
0
}
15823
15824
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
15825
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
15826
0
{
15827
0
    DockNodeUpdateFlagsAndCollapse(node);
15828
15829
    // - Setup central node pointers
15830
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
15831
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
15832
0
    ImGuiDockNodeTreeInfo info;
15833
0
    DockNodeFindInfo(node, &info);
15834
0
    node->CentralNode = info.CentralNode;
15835
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
15836
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
15837
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
15838
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
15839
15840
    // Copy the window class from of our first window so it can be used for proper dock filtering.
15841
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
15842
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
15843
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
15844
0
    {
15845
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
15846
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
15847
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
15848
0
            {
15849
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
15850
0
                break;
15851
0
            }
15852
0
    }
15853
15854
0
    ImGuiDockNode* mark_node = node->CentralNode;
15855
0
    while (mark_node)
15856
0
    {
15857
0
        mark_node->HasCentralNodeChild = true;
15858
0
        mark_node = mark_node->ParentNode;
15859
0
    }
15860
0
}
15861
15862
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
15863
0
{
15864
    // Remove ourselves from any previous different host window
15865
    // This can happen if a user mistakenly does (see #4295 for details):
15866
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
15867
    //  - N+1: NewFrame()                   // will create floating host window for that node
15868
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
15869
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
15870
0
        node->HostWindow->DockNodeAsHost = NULL;
15871
15872
0
    host_window->DockNodeAsHost = node;
15873
0
    node->HostWindow = host_window;
15874
0
}
15875
15876
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
15877
0
{
15878
0
    ImGuiContext& g = *GImGui;
15879
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
15880
0
    node->LastFrameAlive = g.FrameCount;
15881
0
    node->IsBgDrawnThisFrame = false;
15882
15883
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
15884
0
    if (node->IsRootNode())
15885
0
        DockNodeUpdateForRootNode(node);
15886
15887
    // Remove tab bar if not needed
15888
0
    if (node->TabBar && node->IsNoTabBar())
15889
0
        DockNodeRemoveTabBar(node);
15890
15891
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
15892
0
    bool want_to_hide_host_window = false;
15893
0
    if (node->IsFloatingNode())
15894
0
    {
15895
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
15896
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
15897
0
                want_to_hide_host_window = true;
15898
0
        if (node->CountNodeWithWindows == 0)
15899
0
            want_to_hide_host_window = true;
15900
0
    }
15901
0
    if (want_to_hide_host_window)
15902
0
    {
15903
0
        if (node->Windows.Size == 1)
15904
0
        {
15905
            // Floating window pos/size is authoritative
15906
0
            ImGuiWindow* single_window = node->Windows[0];
15907
0
            node->Pos = single_window->Pos;
15908
0
            node->Size = single_window->SizeFull;
15909
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
15910
15911
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
15912
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
15913
0
                FocusWindow(single_window);
15914
0
            if (node->HostWindow)
15915
0
            {
15916
0
                single_window->Viewport = node->HostWindow->Viewport;
15917
0
                single_window->ViewportId = node->HostWindow->ViewportId;
15918
0
                if (node->HostWindow->ViewportOwned)
15919
0
                {
15920
0
                    single_window->Viewport->Window = single_window;
15921
0
                    single_window->ViewportOwned = true;
15922
0
                }
15923
0
            }
15924
0
        }
15925
15926
0
        DockNodeHideHostWindow(node);
15927
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
15928
0
        node->WantCloseAll = false;
15929
0
        node->WantCloseTabId = 0;
15930
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
15931
0
        node->LastFrameActive = g.FrameCount;
15932
15933
0
        if (node->WantMouseMove && node->Windows.Size == 1)
15934
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
15935
0
        return;
15936
0
    }
15937
15938
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
15939
    // while the expected visible window is resizing itself.
15940
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
15941
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
15942
    //   N+0: Begin(): window created (with no known size), node is created
15943
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
15944
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
15945
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
15946
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
15947
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
15948
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
15949
0
    {
15950
0
        IM_ASSERT(node->Windows.Size > 0);
15951
0
        ImGuiWindow* ref_window = NULL;
15952
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
15953
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
15954
0
        if (ref_window == NULL)
15955
0
            ref_window = node->Windows[0];
15956
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
15957
0
        {
15958
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
15959
0
            return;
15960
0
        }
15961
0
    }
15962
15963
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
15964
15965
    // Decide if the node will have a close button and a window menu button
15966
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
15967
0
    node->HasCloseButton = false;
15968
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
15969
0
    {
15970
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
15971
0
        ImGuiWindow* window = node->Windows[window_n];
15972
0
        node->HasCloseButton |= window->HasCloseButton;
15973
0
        window->DockIsActive = (node->Windows.Size > 1);
15974
0
    }
15975
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
15976
0
        node->HasCloseButton = false;
15977
15978
    // Bind or create host window
15979
0
    ImGuiWindow* host_window = NULL;
15980
0
    bool beginned_into_host_window = false;
15981
0
    if (node->IsDockSpace())
15982
0
    {
15983
        // [Explicit root dockspace node]
15984
0
        IM_ASSERT(node->HostWindow);
15985
0
        host_window = node->HostWindow;
15986
0
    }
15987
0
    else
15988
0
    {
15989
        // [Automatic root or child nodes]
15990
0
        if (node->IsRootNode() && node->IsVisible)
15991
0
        {
15992
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
15993
15994
            // Sync Pos
15995
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
15996
0
                SetNextWindowPos(ref_window->Pos);
15997
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
15998
0
                SetNextWindowPos(node->Pos);
15999
16000
            // Sync Size
16001
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16002
0
                SetNextWindowSize(ref_window->SizeFull);
16003
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16004
0
                SetNextWindowSize(node->Size);
16005
16006
            // Sync Collapsed
16007
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16008
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16009
16010
            // Sync Viewport
16011
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16012
0
                SetNextWindowViewport(ref_window->ViewportId);
16013
16014
0
            SetNextWindowClass(&node->WindowClass);
16015
16016
            // Begin into the host window
16017
0
            char window_label[20];
16018
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16019
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16020
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16021
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16022
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16023
16024
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16025
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16026
0
            Begin(window_label, NULL, window_flags);
16027
0
            PopStyleVar();
16028
0
            beginned_into_host_window = true;
16029
16030
0
            host_window = g.CurrentWindow;
16031
0
            DockNodeSetupHostWindow(node, host_window);
16032
0
            host_window->DC.CursorPos = host_window->Pos;
16033
0
            node->Pos = host_window->Pos;
16034
0
            node->Size = host_window->Size;
16035
16036
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16037
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16038
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16039
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16040
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
16041
            // after the dock host window, losing their top-most status.
16042
0
            if (node->HostWindow->Appearing)
16043
0
                BringWindowToDisplayFront(node->HostWindow);
16044
16045
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16046
0
        }
16047
0
        else if (node->ParentNode)
16048
0
        {
16049
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
16050
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16051
0
        }
16052
0
        if (node->WantMouseMove && node->HostWindow)
16053
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
16054
0
    }
16055
16056
    // Update focused node (the one whose title bar is highlight) within a node tree
16057
0
    if (node->IsSplitNode())
16058
0
        IM_ASSERT(node->TabBar == NULL);
16059
0
    if (node->IsRootNode())
16060
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
16061
0
            while (p_window != NULL && p_window->DockNode != NULL)
16062
0
            {
16063
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
16064
0
                if (p_node == node)
16065
0
                {
16066
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
16067
0
                    break;
16068
0
                }
16069
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
16070
0
            }
16071
16072
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
16073
0
    ImGuiDockNode* central_node = node->CentralNode;
16074
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
16075
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
16076
0
    if (central_node_hole)
16077
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
16078
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
16079
0
                central_node_hole_register_hit_test_hole = false;
16080
0
    if (central_node_hole_register_hit_test_hole)
16081
0
    {
16082
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
16083
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
16084
        // covering passthru node we'd have a gap on the edge not covered by the hole)
16085
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
16086
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
16087
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
16088
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
16089
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
16090
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
16091
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
16092
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
16093
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
16094
0
        if (central_node_hole && !hole_rect.IsInverted())
16095
0
        {
16096
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16097
0
            if (host_window->ParentWindow)
16098
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16099
0
        }
16100
0
    }
16101
16102
    // Update position/size, process and draw resizing splitters
16103
0
    if (node->IsRootNode() && host_window)
16104
0
    {
16105
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
16106
0
        DockNodeTreeUpdateSplitter(node);
16107
0
    }
16108
16109
    // Draw empty node background (currently can only be the Central Node)
16110
0
    if (host_window && node->IsEmpty() && node->IsVisible)
16111
0
    {
16112
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16113
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
16114
0
        if (node->LastBgColor != 0)
16115
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
16116
0
        node->IsBgDrawnThisFrame = true;
16117
0
    }
16118
16119
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
16120
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16121
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16122
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16123
0
    if (render_dockspace_bg && node->IsVisible)
16124
0
    {
16125
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16126
0
        if (central_node_hole)
16127
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16128
0
        else
16129
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16130
0
    }
16131
16132
    // Draw and populate Tab Bar
16133
0
    if (host_window)
16134
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16135
0
    if (host_window && node->Windows.Size > 0)
16136
0
    {
16137
0
        DockNodeUpdateTabBar(node, host_window);
16138
0
    }
16139
0
    else
16140
0
    {
16141
0
        node->WantCloseAll = false;
16142
0
        node->WantCloseTabId = 0;
16143
0
        node->IsFocused = false;
16144
0
    }
16145
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16146
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16147
0
    else if (node->Windows.Size > 0)
16148
0
        node->SelectedTabId = node->Windows[0]->TabId;
16149
16150
    // Draw payload drop target
16151
0
    if (host_window && node->IsVisible)
16152
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16153
0
            BeginDockableDragDropTarget(host_window);
16154
16155
    // We update this after DockNodeUpdateTabBar()
16156
0
    node->LastFrameActive = g.FrameCount;
16157
16158
    // Recurse into children
16159
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16160
0
    if (host_window)
16161
0
    {
16162
0
        if (node->ChildNodes[0])
16163
0
            DockNodeUpdate(node->ChildNodes[0]);
16164
0
        if (node->ChildNodes[1])
16165
0
            DockNodeUpdate(node->ChildNodes[1]);
16166
16167
        // Render outer borders last (after the tab bar)
16168
0
        if (node->IsRootNode())
16169
0
            RenderWindowOuterBorders(host_window);
16170
0
    }
16171
16172
    // End host window
16173
0
    if (beginned_into_host_window) //-V1020
16174
0
        End();
16175
0
}
16176
16177
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16178
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16179
0
{
16180
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16181
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16182
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16183
0
        return d;
16184
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16185
0
}
16186
16187
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
16188
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
16189
// Custom overrides may want to decorate, group, sort entries.
16190
// Please note those are internal structures: if you copy this expect occasional breakage.
16191
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16192
0
{
16193
0
    IM_UNUSED(ctx);
16194
0
    if (tab_bar->Tabs.Size == 1)
16195
0
    {
16196
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
16197
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16198
0
            node->WantHiddenTabBarToggle = true;
16199
0
    }
16200
0
    else
16201
0
    {
16202
        // Display a selectable list of windows in this docking node
16203
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16204
0
        {
16205
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16206
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
16207
0
                continue;
16208
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
16209
0
                TabBarQueueFocus(tab_bar, tab);
16210
0
            SameLine();
16211
0
            Text("   ");
16212
0
        }
16213
0
    }
16214
0
}
16215
16216
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16217
0
{
16218
    // Try to position the menu so it is more likely to stays within the same viewport
16219
0
    ImGuiContext& g = *GImGui;
16220
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16221
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16222
0
    else
16223
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16224
0
    if (BeginPopup("#WindowMenu"))
16225
0
    {
16226
0
        node->IsFocused = true;
16227
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
16228
0
        EndPopup();
16229
0
    }
16230
0
}
16231
16232
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16233
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16234
0
{
16235
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16236
0
        return false;
16237
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16238
0
        return false;
16239
0
    Begin(node->HostWindow->Name);
16240
0
    PushOverrideID(node->ID);
16241
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node);
16242
0
    IM_UNUSED(ret);
16243
0
    IM_ASSERT(ret);
16244
0
    return true;
16245
0
}
16246
16247
void ImGui::DockNodeEndAmendTabBar()
16248
0
{
16249
0
    EndTabBar();
16250
0
    PopID();
16251
0
    End();
16252
0
}
16253
16254
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16255
0
{
16256
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16257
0
    ImGuiContext& g = *GImGui;
16258
0
    if (g.NavWindowingTarget)
16259
0
        return (g.NavWindowingTarget->DockNode == node);
16260
16261
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16262
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16263
0
    {
16264
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16265
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16266
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16267
0
            parent_window = parent_window->ParentWindow->RootWindow;
16268
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16269
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16270
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16271
0
                return true;
16272
0
    }
16273
0
    return false;
16274
0
}
16275
16276
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16277
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16278
0
{
16279
0
    ImGuiContext& g = *GImGui;
16280
0
    ImGuiStyle& style = g.Style;
16281
16282
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16283
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16284
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16285
0
    node->WantCloseAll = false;
16286
0
    node->WantCloseTabId = 0;
16287
16288
    // Decide if we should use a focused title bar color
16289
0
    bool is_focused = false;
16290
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16291
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16292
0
        is_focused = true;
16293
16294
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16295
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16296
0
    {
16297
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16298
0
        node->IsFocused = is_focused;
16299
0
        if (is_focused)
16300
0
            node->LastFrameFocused = g.FrameCount;
16301
0
        if (node->VisibleWindow)
16302
0
        {
16303
            // Notify root of visible window (used to display title in OS task bar)
16304
0
            if (is_focused || root_node->VisibleWindow == NULL)
16305
0
                root_node->VisibleWindow = node->VisibleWindow;
16306
0
            if (node->TabBar)
16307
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16308
0
        }
16309
0
        return;
16310
0
    }
16311
16312
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16313
0
    bool backup_skip_item = host_window->SkipItems;
16314
0
    if (!node->IsDockSpace())
16315
0
    {
16316
0
        host_window->SkipItems = false;
16317
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
16318
0
    }
16319
16320
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
16321
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
16322
    // as docked windows themselves will override the stack with their own root ID.
16323
0
    PushOverrideID(node->ID);
16324
0
    ImGuiTabBar* tab_bar = node->TabBar;
16325
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
16326
0
    if (tab_bar == NULL)
16327
0
    {
16328
0
        DockNodeAddTabBar(node);
16329
0
        tab_bar = node->TabBar;
16330
0
    }
16331
16332
0
    ImGuiID focus_tab_id = 0;
16333
0
    node->IsFocused = is_focused;
16334
16335
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16336
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
16337
16338
    // In a dock node, the Collapse Button turns into the Window Menu button.
16339
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
16340
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
16341
0
    {
16342
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
16343
0
        DockNodeWindowMenuUpdate(node, tab_bar);
16344
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
16345
0
            focus_tab_id = tab_bar->NextSelectedTabId;
16346
0
        is_focused |= node->IsFocused;
16347
0
    }
16348
16349
    // Layout
16350
0
    ImRect title_bar_rect, tab_bar_rect;
16351
0
    ImVec2 window_menu_button_pos;
16352
0
    ImVec2 close_button_pos;
16353
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
16354
16355
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
16356
0
    const int tabs_count_old = tab_bar->Tabs.Size;
16357
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16358
0
    {
16359
0
        ImGuiWindow* window = node->Windows[window_n];
16360
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
16361
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
16362
0
    }
16363
16364
    // Title bar
16365
0
    if (is_focused)
16366
0
        node->LastFrameFocused = g.FrameCount;
16367
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
16368
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE);
16369
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
16370
16371
    // Docking/Collapse button
16372
0
    if (has_window_menu_button)
16373
0
    {
16374
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
16375
0
            OpenPopup("#WindowMenu");
16376
0
        if (IsItemActive())
16377
0
            focus_tab_id = tab_bar->SelectedTabId;
16378
0
    }
16379
16380
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
16381
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
16382
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
16383
0
    {
16384
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
16385
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
16386
0
        tabs_unsorted_start = tab_n;
16387
0
    }
16388
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
16389
0
    {
16390
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
16391
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
16392
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder);
16393
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
16394
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
16395
0
    }
16396
16397
    // Apply NavWindow focus back to the tab bar
16398
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
16399
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
16400
16401
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
16402
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
16403
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
16404
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
16405
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
16406
16407
    // Begin tab bar
16408
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
16409
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;
16410
0
    if (!host_window->Collapsed && is_focused)
16411
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
16412
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node);
16413
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
16414
16415
    // Backup style colors
16416
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
16417
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16418
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
16419
16420
    // Submit actual tabs
16421
0
    node->VisibleWindow = NULL;
16422
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16423
0
    {
16424
0
        ImGuiWindow* window = node->Windows[window_n];
16425
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
16426
0
            continue;
16427
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
16428
0
        {
16429
0
            ImGuiTabItemFlags tab_item_flags = 0;
16430
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
16431
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
16432
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
16433
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
16434
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
16435
16436
            // Apply stored style overrides for the window
16437
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16438
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
16439
16440
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
16441
0
            bool tab_open = true;
16442
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
16443
0
            if (!tab_open)
16444
0
                node->WantCloseTabId = window->TabId;
16445
0
            if (tab_bar->VisibleTabId == window->TabId)
16446
0
                node->VisibleWindow = window;
16447
16448
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
16449
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
16450
0
            window->DockTabItemRect = g.LastItemData.Rect;
16451
16452
            // Update navigation ID on menu layer
16453
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
16454
0
                host_window->NavLastIds[1] = window->TabId;
16455
0
        }
16456
0
    }
16457
16458
    // Restore style colors
16459
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16460
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
16461
16462
    // Notify root of visible window (used to display title in OS task bar)
16463
0
    if (node->VisibleWindow)
16464
0
        if (is_focused || root_node->VisibleWindow == NULL)
16465
0
            root_node->VisibleWindow = node->VisibleWindow;
16466
16467
    // Close button (after VisibleWindow was updated)
16468
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
16469
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
16470
0
    const bool close_button_is_visible = node->HasCloseButton;
16471
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
16472
0
    if (close_button_is_visible)
16473
0
    {
16474
0
        if (!close_button_is_enabled)
16475
0
        {
16476
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
16477
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
16478
0
        }
16479
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
16480
0
        {
16481
0
            node->WantCloseAll = true;
16482
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
16483
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
16484
0
        }
16485
        //if (IsItemActive())
16486
        //    focus_tab_id = tab_bar->SelectedTabId;
16487
0
        if (!close_button_is_enabled)
16488
0
        {
16489
0
            PopStyleColor();
16490
0
            PopItemFlag();
16491
0
        }
16492
0
    }
16493
16494
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
16495
    // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held)
16496
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
16497
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
16498
0
    {
16499
0
        bool held;
16500
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowItemOverlap);
16501
0
        if (g.HoveredId == title_bar_id)
16502
0
        {
16503
            // ImGuiButtonFlags_AllowItemOverlap + SetItemAllowOverlap() required for appending into dock node tab bar,
16504
            // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
16505
0
            g.LastItemData.ID = title_bar_id;
16506
0
            SetItemAllowOverlap();
16507
0
        }
16508
0
        if (held)
16509
0
        {
16510
0
            if (IsMouseClicked(0))
16511
0
                focus_tab_id = tab_bar->SelectedTabId;
16512
16513
            // Forward moving request to selected window
16514
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
16515
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false);
16516
0
        }
16517
0
    }
16518
16519
    // Forward focus from host node to selected window
16520
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
16521
    //    focus_tab_id = tab_bar->SelectedTabId;
16522
16523
    // When clicked on a tab we requested focus to the docked child
16524
    // This overrides the value set by "forward focus from host node to selected window".
16525
0
    if (tab_bar->NextSelectedTabId)
16526
0
        focus_tab_id = tab_bar->NextSelectedTabId;
16527
16528
    // Apply navigation focus
16529
0
    if (focus_tab_id != 0)
16530
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
16531
0
            if (tab->Window)
16532
0
            {
16533
0
                FocusWindow(tab->Window);
16534
0
                NavInitWindow(tab->Window, false);
16535
0
            }
16536
16537
0
    EndTabBar();
16538
0
    PopID();
16539
16540
    // Restore SkipItems flag
16541
0
    if (!node->IsDockSpace())
16542
0
    {
16543
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
16544
0
        host_window->SkipItems = backup_skip_item;
16545
0
    }
16546
0
}
16547
16548
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
16549
0
{
16550
0
    IM_ASSERT(node->TabBar == NULL);
16551
0
    node->TabBar = IM_NEW(ImGuiTabBar);
16552
0
}
16553
16554
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
16555
0
{
16556
0
    if (node->TabBar == NULL)
16557
0
        return;
16558
0
    IM_DELETE(node->TabBar);
16559
0
    node->TabBar = NULL;
16560
0
}
16561
16562
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
16563
0
{
16564
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
16565
0
        return false;
16566
16567
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
16568
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
16569
0
    if (host_class->ClassId != payload_class->ClassId)
16570
0
    {
16571
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
16572
0
            return true;
16573
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
16574
0
            return true;
16575
0
        return false;
16576
0
    }
16577
16578
    // Prevent docking any window created above a popup
16579
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
16580
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
16581
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
16582
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
16583
0
    ImGuiContext& g = *GImGui;
16584
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
16585
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
16586
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
16587
0
                return false;
16588
16589
0
    return true;
16590
0
}
16591
16592
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
16593
0
{
16594
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
16595
0
        return true;
16596
16597
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
16598
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
16599
0
    {
16600
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
16601
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
16602
0
            return true;
16603
0
    }
16604
0
    return false;
16605
0
}
16606
16607
// window menu button == collapse button when not in a dock node.
16608
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
16609
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
16610
0
{
16611
0
    ImGuiContext& g = *GImGui;
16612
0
    ImGuiStyle& style = g.Style;
16613
16614
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
16615
0
    if (out_title_rect) { *out_title_rect = r; }
16616
16617
0
    r.Min.x += style.WindowBorderSize;
16618
0
    r.Max.x -= style.WindowBorderSize;
16619
16620
0
    float button_sz = g.FontSize;
16621
16622
0
    ImVec2 window_menu_button_pos = r.Min;
16623
0
    r.Min.x += style.FramePadding.x;
16624
0
    r.Max.x -= style.FramePadding.x;
16625
0
    if (node->HasCloseButton)
16626
0
    {
16627
0
        r.Max.x -= button_sz;
16628
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y);
16629
0
    }
16630
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
16631
0
    {
16632
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
16633
0
    }
16634
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
16635
0
    {
16636
0
        r.Max.x -= button_sz + style.FramePadding.x;
16637
0
        window_menu_button_pos = ImVec2(r.Max.x, r.Min.y);
16638
0
    }
16639
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
16640
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
16641
0
}
16642
16643
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
16644
0
{
16645
0
    ImGuiContext& g = *GImGui;
16646
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
16647
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
16648
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
16649
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
16650
16651
    // Distribute size on given axis (with a desired size or equally)
16652
0
    const float w_avail = size_old[axis] - dock_spacing;
16653
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
16654
0
    {
16655
0
        size_new[axis] = size_new_desired[axis];
16656
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
16657
0
    }
16658
0
    else
16659
0
    {
16660
0
        size_new[axis] = IM_FLOOR(w_avail * 0.5f);
16661
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
16662
0
    }
16663
16664
    // Position each node
16665
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
16666
0
    {
16667
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
16668
0
    }
16669
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
16670
0
    {
16671
0
        pos_new[axis] = pos_old[axis];
16672
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
16673
0
    }
16674
0
}
16675
16676
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
16677
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
16678
0
{
16679
0
    ImGuiContext& g = *GImGui;
16680
16681
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
16682
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
16683
0
    float hs_w; // Half-size, longer axis
16684
0
    float hs_h; // Half-size, smaller axis
16685
0
    ImVec2 off; // Distance from edge or center
16686
0
    if (outer_docking)
16687
0
    {
16688
        //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
16689
        //hs_h = ImFloor(hs_w * 0.15f);
16690
        //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
16691
0
        hs_w = ImFloor(hs_for_central_nodes * 1.50f);
16692
0
        hs_h = ImFloor(hs_for_central_nodes * 0.80f);
16693
0
        off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h));
16694
0
    }
16695
0
    else
16696
0
    {
16697
0
        hs_w = ImFloor(hs_for_central_nodes);
16698
0
        hs_h = ImFloor(hs_for_central_nodes * 0.90f);
16699
0
        off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f));
16700
0
    }
16701
16702
0
    ImVec2 c = ImFloor(parent.GetCenter());
16703
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
16704
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
16705
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
16706
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
16707
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
16708
16709
0
    if (test_mouse_pos == NULL)
16710
0
        return false;
16711
16712
0
    ImRect hit_r = out_r;
16713
0
    if (!outer_docking)
16714
0
    {
16715
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
16716
0
        hit_r.Expand(ImFloor(hs_w * 0.30f));
16717
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
16718
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
16719
0
        float r_threshold_center = hs_w * 1.4f;
16720
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
16721
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
16722
0
            return (dir == ImGuiDir_None);
16723
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
16724
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
16725
0
    }
16726
0
    return hit_r.Contains(*test_mouse_pos);
16727
0
}
16728
16729
// host_node may be NULL if the window doesn't have a DockNode already.
16730
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
16731
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
16732
0
{
16733
0
    ImGuiContext& g = *GImGui;
16734
16735
    // There is an edge case when docking into a dockspace which only has inactive nodes.
16736
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
16737
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
16738
0
    if (payload_node == NULL)
16739
0
        payload_node = payload_window->DockNodeAsHost;
16740
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
16741
0
    if (ref_node_for_rect)
16742
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
16743
16744
    // Filter, figure out where we are allowed to dock
16745
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
16746
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
16747
0
    data->IsCenterAvailable = true;
16748
0
    if (is_outer_docking)
16749
0
        data->IsCenterAvailable = false;
16750
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDocking)
16751
0
        data->IsCenterAvailable = false;
16752
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode())
16753
0
        data->IsCenterAvailable = false;
16754
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
16755
0
        data->IsCenterAvailable = false;
16756
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
16757
0
        data->IsCenterAvailable = false;
16758
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
16759
0
        data->IsCenterAvailable = false;
16760
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
16761
0
        data->IsCenterAvailable = false;
16762
16763
0
    data->IsSidesAvailable = true;
16764
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoSplit) || g.IO.ConfigDockingNoSplit)
16765
0
        data->IsSidesAvailable = false;
16766
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
16767
0
        data->IsSidesAvailable = false;
16768
0
    else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther))
16769
0
        data->IsSidesAvailable = false;
16770
16771
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
16772
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
16773
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
16774
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
16775
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
16776
16777
    // Calculate drop shapes geometry for allowed splitting directions
16778
0
    IM_ASSERT(ImGuiDir_None == -1);
16779
0
    data->SplitNode = host_node;
16780
0
    data->SplitDir = ImGuiDir_None;
16781
0
    data->IsSplitDirExplicit = false;
16782
0
    if (!host_window->Collapsed)
16783
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
16784
0
        {
16785
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
16786
0
                continue;
16787
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
16788
0
                continue;
16789
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
16790
0
            {
16791
0
                data->SplitDir = (ImGuiDir)dir;
16792
0
                data->IsSplitDirExplicit = true;
16793
0
            }
16794
0
        }
16795
16796
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
16797
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
16798
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
16799
0
        data->IsDropAllowed = false;
16800
16801
    // Calculate split area
16802
0
    data->SplitRatio = 0.0f;
16803
0
    if (data->SplitDir != ImGuiDir_None)
16804
0
    {
16805
0
        ImGuiDir split_dir = data->SplitDir;
16806
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
16807
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
16808
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
16809
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
16810
16811
        // Calculate split ratio so we can pass it down the docking request
16812
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
16813
0
        data->FutureNode.Pos = pos_new;
16814
0
        data->FutureNode.Size = size_new;
16815
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
16816
0
    }
16817
0
}
16818
16819
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
16820
0
{
16821
0
    ImGuiContext& g = *GImGui;
16822
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
16823
16824
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
16825
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
16826
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
16827
16828
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
16829
0
    int overlay_draw_lists_count = 0;
16830
0
    ImDrawList* overlay_draw_lists[2];
16831
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
16832
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
16833
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
16834
16835
    // Draw main preview rectangle
16836
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
16837
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
16838
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
16839
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
16840
16841
    // Display area preview
16842
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
16843
0
    if (data->IsDropAllowed)
16844
0
    {
16845
0
        ImRect overlay_rect = data->FutureNode.Rect();
16846
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
16847
0
            overlay_rect.Min.y += GetFrameHeight();
16848
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
16849
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
16850
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE));
16851
0
    }
16852
16853
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
16854
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
16855
0
    {
16856
        // Compute target tab bar geometry so we can locate our preview tabs
16857
0
        ImRect tab_bar_rect;
16858
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
16859
0
        ImVec2 tab_pos = tab_bar_rect.Min;
16860
0
        if (host_node && host_node->TabBar)
16861
0
        {
16862
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
16863
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
16864
0
            else
16865
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
16866
0
        }
16867
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
16868
0
        {
16869
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
16870
0
        }
16871
16872
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
16873
0
        if (root_payload->DockNodeAsHost)
16874
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
16875
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
16876
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
16877
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
16878
0
        {
16879
            // DockNode's TabBar may have non-window Tabs manually appended by user
16880
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
16881
0
            if (tab_bar_with_payload && payload_window == NULL)
16882
0
                continue;
16883
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
16884
0
                continue;
16885
16886
            // Calculate the tab bounding box for each payload window
16887
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
16888
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
16889
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
16890
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
16891
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
16892
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
16893
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
16894
0
            {
16895
0
                ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0);
16896
0
                if (!tab_bar_rect.Contains(tab_bb))
16897
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
16898
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
16899
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
16900
0
                if (!tab_bar_rect.Contains(tab_bb))
16901
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
16902
0
            }
16903
0
            PopStyleColor();
16904
0
        }
16905
0
    }
16906
16907
    // Display drop boxes
16908
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
16909
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
16910
0
    {
16911
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
16912
0
        {
16913
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
16914
0
            ImRect draw_r_in = draw_r;
16915
0
            draw_r_in.Expand(-2.0f);
16916
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
16917
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
16918
0
            {
16919
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
16920
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
16921
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
16922
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
16923
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
16924
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
16925
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
16926
0
            }
16927
0
        }
16928
16929
        // Stop after ImGuiDir_None
16930
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit)
16931
0
            return;
16932
0
    }
16933
0
}
16934
16935
//-----------------------------------------------------------------------------
16936
// Docking: ImGuiDockNode Tree manipulation functions
16937
//-----------------------------------------------------------------------------
16938
// - DockNodeTreeSplit()
16939
// - DockNodeTreeMerge()
16940
// - DockNodeTreeUpdatePosSize()
16941
// - DockNodeTreeUpdateSplitterFindTouchingNode()
16942
// - DockNodeTreeUpdateSplitter()
16943
// - DockNodeTreeFindFallbackLeafNode()
16944
// - DockNodeTreeFindNodeByPos()
16945
//-----------------------------------------------------------------------------
16946
16947
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
16948
0
{
16949
0
    ImGuiContext& g = *GImGui;
16950
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
16951
16952
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
16953
0
    child_0->ParentNode = parent_node;
16954
16955
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
16956
0
    child_1->ParentNode = parent_node;
16957
16958
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
16959
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
16960
0
    parent_node->ChildNodes[0] = child_0;
16961
0
    parent_node->ChildNodes[1] = child_1;
16962
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
16963
0
    parent_node->SplitAxis = split_axis;
16964
0
    parent_node->VisibleWindow = NULL;
16965
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
16966
16967
0
    float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE);
16968
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
16969
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
16970
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
16971
0
    child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio);
16972
0
    child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]);
16973
16974
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
16975
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
16976
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
16977
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
16978
16979
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
16980
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16981
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16982
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
16983
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
16984
0
    child_0->UpdateMergedFlags();
16985
0
    child_1->UpdateMergedFlags();
16986
0
    parent_node->UpdateMergedFlags();
16987
0
    if (child_inheritor->IsCentralNode())
16988
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
16989
0
}
16990
16991
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
16992
0
{
16993
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
16994
0
    ImGuiContext& g = *GImGui;
16995
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
16996
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
16997
0
    IM_ASSERT(child_0 || child_1);
16998
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
16999
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17000
0
    {
17001
0
        IM_ASSERT(parent_node->TabBar == NULL);
17002
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17003
0
    }
17004
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17005
17006
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17007
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17008
0
    if (child_0)
17009
0
    {
17010
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17011
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17012
0
    }
17013
0
    if (child_1)
17014
0
    {
17015
0
        DockNodeMoveWindows(parent_node, child_1);
17016
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17017
0
    }
17018
0
    DockNodeApplyPosSizeToWindows(parent_node);
17019
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17020
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17021
0
    parent_node->SizeRef = backup_last_explicit_size;
17022
17023
    // Flags transfer
17024
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
17025
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17026
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17027
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
17028
0
    parent_node->UpdateMergedFlags();
17029
17030
0
    if (child_0)
17031
0
    {
17032
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
17033
0
        IM_DELETE(child_0);
17034
0
    }
17035
0
    if (child_1)
17036
0
    {
17037
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
17038
0
        IM_DELETE(child_1);
17039
0
    }
17040
0
}
17041
17042
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
17043
// (Depth-first, Pre-Order)
17044
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
17045
0
{
17046
    // During the regular dock node update we write to all nodes.
17047
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
17048
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
17049
0
    if (write_to_node)
17050
0
    {
17051
0
        node->Pos = pos;
17052
0
        node->Size = size;
17053
0
    }
17054
17055
0
    if (node->IsLeafNode())
17056
0
        return;
17057
17058
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17059
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17060
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
17061
0
    ImVec2 child_0_size = size, child_1_size = size;
17062
17063
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
17064
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
17065
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
17066
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
17067
17068
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
17069
0
    {
17070
0
        ImGuiContext& g = *GImGui;
17071
0
        const float spacing = DOCKING_SPLITTER_SIZE;
17072
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17073
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
17074
17075
        // Size allocation policy
17076
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
17077
0
        const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
17078
17079
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
17080
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor()
17081
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
17082
17083
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
17084
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
17085
0
        {
17086
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
17087
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17088
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17089
0
        }
17090
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
17091
0
        {
17092
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
17093
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
17094
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17095
0
        }
17096
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
17097
0
        {
17098
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
17099
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
17100
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
17101
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio);
17102
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17103
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17104
0
        }
17105
17106
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
17107
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
17108
0
        {
17109
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
17110
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17111
0
        }
17112
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
17113
0
        {
17114
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
17115
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
17116
0
        }
17117
0
        else
17118
0
        {
17119
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
17120
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
17121
0
            child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f));
17122
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17123
0
        }
17124
17125
0
        child_1_pos[axis] += spacing + child_0_size[axis];
17126
0
    }
17127
17128
0
    if (only_write_to_single_node == NULL)
17129
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
17130
17131
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
17132
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17133
0
    if (child_0_recurse)
17134
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17135
0
    if (child_1_recurse)
17136
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17137
0
}
17138
17139
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17140
0
{
17141
0
    if (node->IsLeafNode())
17142
0
    {
17143
0
        touching_nodes->push_back(node);
17144
0
        return;
17145
0
    }
17146
0
    if (node->ChildNodes[0]->IsVisible)
17147
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17148
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17149
0
    if (node->ChildNodes[1]->IsVisible)
17150
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17151
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17152
0
}
17153
17154
// (Depth-First, Pre-Order)
17155
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17156
0
{
17157
0
    if (node->IsLeafNode())
17158
0
        return;
17159
17160
0
    ImGuiContext& g = *GImGui;
17161
17162
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17163
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17164
0
    if (child_0->IsVisible && child_1->IsVisible)
17165
0
    {
17166
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17167
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17168
0
        IM_ASSERT(axis != ImGuiAxis_None);
17169
0
        ImRect bb;
17170
0
        bb.Min = child_0->Pos;
17171
0
        bb.Max = child_1->Pos;
17172
0
        bb.Min[axis] += child_0->Size[axis];
17173
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17174
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17175
17176
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17177
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17178
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17179
0
        {
17180
0
            ImGuiWindow* window = g.CurrentWindow;
17181
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17182
0
        }
17183
0
        else
17184
0
        {
17185
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17186
            //bb.Max[axis] -= 1;
17187
0
            PushID(node->ID);
17188
17189
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17190
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17191
0
            float min_size = g.Style.WindowMinSize[axis];
17192
0
            float resize_limits[2];
17193
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17194
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17195
17196
0
            ImGuiID splitter_id = GetID("##Splitter");
17197
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17198
0
            {
17199
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17200
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17201
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17202
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17203
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17204
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17205
17206
                // [DEBUG] Render touching nodes & limits
17207
                /*
17208
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17209
                for (int n = 0; n < 2; n++)
17210
                {
17211
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17212
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17213
                    if (axis == ImGuiAxis_X)
17214
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17215
                    else
17216
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17217
                }
17218
                */
17219
0
            }
17220
17221
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17222
0
            float cur_size_0 = child_0->Size[axis];
17223
0
            float cur_size_1 = child_1->Size[axis];
17224
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17225
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17226
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17227
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17228
0
            {
17229
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17230
0
                {
17231
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17232
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17233
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17234
17235
                    // Lock the size of every node that is a sibling of the node we are touching
17236
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17237
0
                    for (int side_n = 0; side_n < 2; side_n++)
17238
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17239
0
                        {
17240
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17241
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17242
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17243
0
                            while (touching_node->ParentNode != node)
17244
0
                            {
17245
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17246
0
                                {
17247
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17248
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17249
0
                                    node_to_preserve->WantLockSizeOnce = true;
17250
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17251
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17252
0
                                }
17253
0
                                touching_node = touching_node->ParentNode;
17254
0
                            }
17255
0
                        }
17256
17257
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17258
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17259
0
                    MarkIniSettingsDirty();
17260
0
                }
17261
0
            }
17262
0
            PopID();
17263
0
        }
17264
0
    }
17265
17266
0
    if (child_0->IsVisible)
17267
0
        DockNodeTreeUpdateSplitter(child_0);
17268
0
    if (child_1->IsVisible)
17269
0
        DockNodeTreeUpdateSplitter(child_1);
17270
0
}
17271
17272
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17273
0
{
17274
0
    if (node->IsLeafNode())
17275
0
        return node;
17276
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17277
0
        return leaf_node;
17278
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17279
0
        return leaf_node;
17280
0
    return NULL;
17281
0
}
17282
17283
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17284
0
{
17285
0
    if (!node->IsVisible)
17286
0
        return NULL;
17287
17288
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17289
0
    ImRect r(node->Pos, node->Pos + node->Size);
17290
0
    r.Expand(dock_spacing * 0.5f);
17291
0
    bool inside = r.Contains(pos);
17292
0
    if (!inside)
17293
0
        return NULL;
17294
17295
0
    if (node->IsLeafNode())
17296
0
        return node;
17297
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17298
0
        return hovered_node;
17299
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17300
0
        return hovered_node;
17301
17302
    // This means we are hovering over the splitter/spacing of a parent node
17303
0
    return node;
17304
0
}
17305
17306
//-----------------------------------------------------------------------------
17307
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
17308
//-----------------------------------------------------------------------------
17309
// - SetWindowDock() [Internal]
17310
// - DockSpace()
17311
// - DockSpaceOverViewport()
17312
//-----------------------------------------------------------------------------
17313
17314
// [Internal] Called via SetNextWindowDockID()
17315
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
17316
0
{
17317
    // Test condition (NB: bit 0 is always true) and clear flags for next time
17318
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
17319
0
        return;
17320
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
17321
17322
0
    if (window->DockId == dock_id)
17323
0
        return;
17324
17325
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
17326
0
    ImGuiContext* ctx = GImGui;
17327
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id))
17328
0
        if (new_node->IsSplitNode())
17329
0
        {
17330
            // Policy: Find central node or latest focused node. We first move back to our root node.
17331
0
            new_node = DockNodeGetRootNode(new_node);
17332
0
            if (new_node->CentralNode)
17333
0
            {
17334
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
17335
0
                dock_id = new_node->CentralNode->ID;
17336
0
            }
17337
0
            else
17338
0
            {
17339
0
                dock_id = new_node->LastFocusedNodeId;
17340
0
            }
17341
0
        }
17342
17343
0
    if (window->DockId == dock_id)
17344
0
        return;
17345
17346
0
    if (window->DockNode)
17347
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
17348
0
    window->DockId = dock_id;
17349
0
}
17350
17351
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
17352
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
17353
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
17354
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
17355
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
17356
0
{
17357
0
    ImGuiContext* ctx = GImGui;
17358
0
    ImGuiContext& g = *ctx;
17359
0
    ImGuiWindow* window = GetCurrentWindowRead();
17360
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
17361
0
        return 0;
17362
17363
    // Early out if parent window is hidden/collapsed
17364
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
17365
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
17366
0
    if (window->SkipItems)
17367
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
17368
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
17369
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
17370
17371
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
17372
0
    IM_ASSERT(id != 0);
17373
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
17374
0
    if (!node)
17375
0
    {
17376
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
17377
0
        node = DockContextAddNode(ctx, id);
17378
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
17379
0
    }
17380
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
17381
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
17382
0
    node->SharedFlags = flags;
17383
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
17384
17385
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
17386
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
17387
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
17388
0
    {
17389
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
17390
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17391
0
        return id;
17392
0
    }
17393
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17394
17395
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
17396
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
17397
0
    {
17398
0
        node->LastFrameAlive = g.FrameCount;
17399
0
        return id;
17400
0
    }
17401
17402
0
    const ImVec2 content_avail = GetContentRegionAvail();
17403
0
    ImVec2 size = ImFloor(size_arg);
17404
0
    if (size.x <= 0.0f)
17405
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
17406
0
    if (size.y <= 0.0f)
17407
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
17408
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17409
17410
0
    node->Pos = window->DC.CursorPos;
17411
0
    node->Size = node->SizeRef = size;
17412
0
    SetNextWindowPos(node->Pos);
17413
0
    SetNextWindowSize(node->Size);
17414
0
    g.NextWindowData.PosUndock = false;
17415
17416
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
17417
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
17418
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
17419
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
17420
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
17421
0
    window_flags |= ImGuiWindowFlags_NoBackground;
17422
17423
0
    char title[256];
17424
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
17425
17426
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
17427
0
    Begin(title, NULL, window_flags);
17428
0
    PopStyleVar();
17429
17430
0
    ImGuiWindow* host_window = g.CurrentWindow;
17431
0
    DockNodeSetupHostWindow(node, host_window);
17432
0
    host_window->ChildId = window->GetID(title);
17433
0
    node->OnlyNodeWithWindows = NULL;
17434
17435
0
    IM_ASSERT(node->IsRootNode());
17436
17437
    // We need to handle the rare case were a central node is missing.
17438
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
17439
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
17440
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
17441
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
17442
    // as it doesn't make sense for an empty dockspace to not have this property.
17443
0
    if (node->IsLeafNode() && !node->IsCentralNode())
17444
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17445
17446
    // Update the node
17447
0
    DockNodeUpdate(node);
17448
17449
0
    End();
17450
0
    ItemSize(size);
17451
0
    return id;
17452
0
}
17453
17454
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
17455
// The limitation with this call is that your window won't have a menu bar.
17456
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
17457
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
17458
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
17459
0
{
17460
0
    if (viewport == NULL)
17461
0
        viewport = GetMainViewport();
17462
17463
0
    SetNextWindowPos(viewport->WorkPos);
17464
0
    SetNextWindowSize(viewport->WorkSize);
17465
0
    SetNextWindowViewport(viewport->ID);
17466
17467
0
    ImGuiWindowFlags host_window_flags = 0;
17468
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
17469
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
17470
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
17471
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
17472
17473
0
    char label[32];
17474
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
17475
17476
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
17477
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
17478
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
17479
0
    Begin(label, NULL, host_window_flags);
17480
0
    PopStyleVar(3);
17481
17482
0
    ImGuiID dockspace_id = GetID("DockSpace");
17483
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
17484
0
    End();
17485
17486
0
    return dockspace_id;
17487
0
}
17488
17489
//-----------------------------------------------------------------------------
17490
// Docking: Builder Functions
17491
//-----------------------------------------------------------------------------
17492
// Very early end-user API to manipulate dock nodes.
17493
// Only available in imgui_internal.h. Expect this API to change/break!
17494
// It is expected that those functions are all called _before_ the dockspace node submission.
17495
//-----------------------------------------------------------------------------
17496
// - DockBuilderDockWindow()
17497
// - DockBuilderGetNode()
17498
// - DockBuilderSetNodePos()
17499
// - DockBuilderSetNodeSize()
17500
// - DockBuilderAddNode()
17501
// - DockBuilderRemoveNode()
17502
// - DockBuilderRemoveNodeChildNodes()
17503
// - DockBuilderRemoveNodeDockedWindows()
17504
// - DockBuilderSplitNode()
17505
// - DockBuilderCopyNodeRec()
17506
// - DockBuilderCopyNode()
17507
// - DockBuilderCopyWindowSettings()
17508
// - DockBuilderCopyDockSpace()
17509
// - DockBuilderFinish()
17510
//-----------------------------------------------------------------------------
17511
17512
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
17513
0
{
17514
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
17515
0
    ImGuiID window_id = ImHashStr(window_name);
17516
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
17517
0
    {
17518
        // Apply to created window
17519
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
17520
0
        window->DockOrder = -1;
17521
0
    }
17522
0
    else
17523
0
    {
17524
        // Apply to settings
17525
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
17526
0
        if (settings == NULL)
17527
0
            settings = CreateNewWindowSettings(window_name);
17528
0
        settings->DockId = node_id;
17529
0
        settings->DockOrder = -1;
17530
0
    }
17531
0
}
17532
17533
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
17534
0
{
17535
0
    ImGuiContext* ctx = GImGui;
17536
0
    return DockContextFindNodeByID(ctx, node_id);
17537
0
}
17538
17539
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
17540
0
{
17541
0
    ImGuiContext* ctx = GImGui;
17542
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17543
0
    if (node == NULL)
17544
0
        return;
17545
0
    node->Pos = pos;
17546
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
17547
0
}
17548
17549
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
17550
0
{
17551
0
    ImGuiContext* ctx = GImGui;
17552
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17553
0
    if (node == NULL)
17554
0
        return;
17555
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17556
0
    node->Size = node->SizeRef = size;
17557
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17558
0
}
17559
17560
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
17561
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
17562
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
17563
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
17564
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
17565
// - Use (id == 0) to let the system allocate a node identifier.
17566
// - Existing node with a same id will be removed.
17567
ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags)
17568
0
{
17569
0
    ImGuiContext* ctx = GImGui;
17570
17571
0
    if (id != 0)
17572
0
        DockBuilderRemoveNode(id);
17573
17574
0
    ImGuiDockNode* node = NULL;
17575
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
17576
0
    {
17577
0
        DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
17578
0
        node = DockContextFindNodeByID(ctx, id);
17579
0
    }
17580
0
    else
17581
0
    {
17582
0
        node = DockContextAddNode(ctx, id);
17583
0
        node->SetLocalFlags(flags);
17584
0
    }
17585
0
    node->LastFrameAlive = ctx->FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
17586
0
    return node->ID;
17587
0
}
17588
17589
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
17590
0
{
17591
0
    ImGuiContext* ctx = GImGui;
17592
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17593
0
    if (node == NULL)
17594
0
        return;
17595
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
17596
0
    DockBuilderRemoveNodeChildNodes(node_id);
17597
    // Node may have moved or deleted if e.g. any merge happened
17598
0
    node = DockContextFindNodeByID(ctx, node_id);
17599
0
    if (node == NULL)
17600
0
        return;
17601
0
    if (node->IsCentralNode() && node->ParentNode)
17602
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17603
0
    DockContextRemoveNode(ctx, node, true);
17604
0
}
17605
17606
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
17607
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
17608
0
{
17609
0
    ImGuiContext* ctx = GImGui;
17610
0
    ImGuiDockContext* dc  = &ctx->DockContext;
17611
17612
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL;
17613
0
    if (root_id && root_node == NULL)
17614
0
        return;
17615
0
    bool has_central_node = false;
17616
17617
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
17618
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
17619
17620
    // Process active windows
17621
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
17622
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
17623
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
17624
0
        {
17625
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
17626
0
            if (want_removal)
17627
0
            {
17628
0
                if (node->IsCentralNode())
17629
0
                    has_central_node = true;
17630
0
                if (root_id != 0)
17631
0
                    DockContextQueueNotifyRemovedNode(ctx, node);
17632
0
                if (root_node)
17633
0
                {
17634
0
                    DockNodeMoveWindows(root_node, node);
17635
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
17636
0
                }
17637
0
                nodes_to_remove.push_back(node);
17638
0
            }
17639
0
        }
17640
17641
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
17642
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
17643
0
    if (root_node)
17644
0
    {
17645
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
17646
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
17647
0
    }
17648
17649
    // Apply to settings
17650
0
    for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings))
17651
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
17652
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
17653
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
17654
0
                {
17655
0
                    settings->DockId = root_id;
17656
0
                    break;
17657
0
                }
17658
17659
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
17660
0
    if (nodes_to_remove.Size > 1)
17661
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
17662
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
17663
0
        DockContextRemoveNode(ctx, nodes_to_remove[n], false);
17664
17665
0
    if (root_id == 0)
17666
0
    {
17667
0
        dc->Nodes.Clear();
17668
0
        dc->Requests.clear();
17669
0
    }
17670
0
    else if (has_central_node)
17671
0
    {
17672
0
        root_node->CentralNode = root_node;
17673
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17674
0
    }
17675
0
}
17676
17677
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
17678
0
{
17679
    // Clear references in settings
17680
0
    ImGuiContext* ctx = GImGui;
17681
0
    ImGuiContext& g = *ctx;
17682
0
    if (clear_settings_refs)
17683
0
    {
17684
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
17685
0
        {
17686
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
17687
0
            if (!want_removal && settings->DockId != 0)
17688
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId))
17689
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
17690
0
                        want_removal = true;
17691
0
            if (want_removal)
17692
0
                settings->DockId = 0;
17693
0
        }
17694
0
    }
17695
17696
    // Clear references in windows
17697
0
    for (int n = 0; n < g.Windows.Size; n++)
17698
0
    {
17699
0
        ImGuiWindow* window = g.Windows[n];
17700
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
17701
0
        if (want_removal)
17702
0
        {
17703
0
            const ImGuiID backup_dock_id = window->DockId;
17704
0
            IM_UNUSED(backup_dock_id);
17705
0
            DockContextProcessUndockWindow(ctx, window, clear_settings_refs);
17706
0
            if (!clear_settings_refs)
17707
0
                IM_ASSERT(window->DockId == backup_dock_id);
17708
0
        }
17709
0
    }
17710
0
}
17711
17712
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
17713
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
17714
// FIXME-DOCK: We are not exposing nor using split_outer.
17715
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
17716
0
{
17717
0
    ImGuiContext& g = *GImGui;
17718
0
    IM_ASSERT(split_dir != ImGuiDir_None);
17719
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
17720
17721
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
17722
0
    if (node == NULL)
17723
0
    {
17724
0
        IM_ASSERT(node != NULL);
17725
0
        return 0;
17726
0
    }
17727
17728
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
17729
17730
0
    ImGuiDockRequest req;
17731
0
    req.Type = ImGuiDockRequestType_Split;
17732
0
    req.DockTargetWindow = NULL;
17733
0
    req.DockTargetNode = node;
17734
0
    req.DockPayload = NULL;
17735
0
    req.DockSplitDir = split_dir;
17736
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
17737
0
    req.DockSplitOuter = false;
17738
0
    DockContextProcessDock(&g, &req);
17739
17740
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
17741
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
17742
0
    if (out_id_at_dir)
17743
0
        *out_id_at_dir = id_at_dir;
17744
0
    if (out_id_at_opposite_dir)
17745
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
17746
0
    return id_at_dir;
17747
0
}
17748
17749
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
17750
0
{
17751
0
    ImGuiContext& g = *GImGui;
17752
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
17753
0
    dst_node->SharedFlags = src_node->SharedFlags;
17754
0
    dst_node->LocalFlags = src_node->LocalFlags;
17755
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
17756
0
    dst_node->Pos = src_node->Pos;
17757
0
    dst_node->Size = src_node->Size;
17758
0
    dst_node->SizeRef = src_node->SizeRef;
17759
0
    dst_node->SplitAxis = src_node->SplitAxis;
17760
0
    dst_node->UpdateMergedFlags();
17761
17762
0
    out_node_remap_pairs->push_back(src_node->ID);
17763
0
    out_node_remap_pairs->push_back(dst_node->ID);
17764
17765
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
17766
0
        if (src_node->ChildNodes[child_n])
17767
0
        {
17768
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
17769
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
17770
0
        }
17771
17772
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
17773
0
    return dst_node;
17774
0
}
17775
17776
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
17777
0
{
17778
0
    ImGuiContext* ctx = GImGui;
17779
0
    IM_ASSERT(src_node_id != 0);
17780
0
    IM_ASSERT(dst_node_id != 0);
17781
0
    IM_ASSERT(out_node_remap_pairs != NULL);
17782
17783
0
    DockBuilderRemoveNode(dst_node_id);
17784
17785
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
17786
0
    IM_ASSERT(src_node != NULL);
17787
17788
0
    out_node_remap_pairs->clear();
17789
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
17790
17791
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
17792
0
}
17793
17794
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
17795
0
{
17796
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
17797
0
    if (src_window == NULL)
17798
0
        return;
17799
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
17800
0
    {
17801
0
        dst_window->Pos = src_window->Pos;
17802
0
        dst_window->Size = src_window->Size;
17803
0
        dst_window->SizeFull = src_window->SizeFull;
17804
0
        dst_window->Collapsed = src_window->Collapsed;
17805
0
    }
17806
0
    else
17807
0
    {
17808
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
17809
0
        if (!dst_settings)
17810
0
            dst_settings = CreateNewWindowSettings(dst_name);
17811
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
17812
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
17813
0
        {
17814
0
            dst_settings->ViewportPos = window_pos_2ih;
17815
0
            dst_settings->ViewportId = src_window->ViewportId;
17816
0
            dst_settings->Pos = ImVec2ih(0, 0);
17817
0
        }
17818
0
        else
17819
0
        {
17820
0
            dst_settings->Pos = window_pos_2ih;
17821
0
        }
17822
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
17823
0
        dst_settings->Collapsed = src_window->Collapsed;
17824
0
    }
17825
0
}
17826
17827
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
17828
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
17829
0
{
17830
0
    ImGuiContext& g = *GImGui;
17831
0
    IM_ASSERT(src_dockspace_id != 0);
17832
0
    IM_ASSERT(dst_dockspace_id != 0);
17833
0
    IM_ASSERT(in_window_remap_pairs != NULL);
17834
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
17835
17836
    // Duplicate entire dock
17837
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
17838
    // whereas we could attempt to at least keep them together in a new, same floating node.
17839
0
    ImVector<ImGuiID> node_remap_pairs;
17840
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
17841
17842
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
17843
    // (The windows associated to src_dockspace_id are staying in place)
17844
0
    ImVector<ImGuiID> src_windows;
17845
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
17846
0
    {
17847
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
17848
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
17849
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
17850
0
        src_windows.push_back(src_window_id);
17851
17852
        // Search in the remapping tables
17853
0
        ImGuiID src_dock_id = 0;
17854
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
17855
0
            src_dock_id = src_window->DockId;
17856
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
17857
0
            src_dock_id = src_window_settings->DockId;
17858
0
        ImGuiID dst_dock_id = 0;
17859
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
17860
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
17861
0
            {
17862
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
17863
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
17864
0
                break;
17865
0
            }
17866
17867
0
        if (dst_dock_id != 0)
17868
0
        {
17869
            // Docked windows gets redocked into the new node hierarchy.
17870
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
17871
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
17872
0
        }
17873
0
        else
17874
0
        {
17875
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
17876
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
17877
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
17878
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
17879
0
        }
17880
0
    }
17881
17882
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
17883
    // Find those windows and move to them to the cloned dock node. This may be optional?
17884
    // Dock those are a second step as undocking would invalidate source dock nodes.
17885
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
17886
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
17887
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
17888
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
17889
0
        {
17890
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
17891
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
17892
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17893
0
            {
17894
0
                ImGuiWindow* window = node->Windows[window_n];
17895
0
                if (src_windows.contains(window->ID))
17896
0
                    continue;
17897
17898
                // Docked windows gets redocked into the new node hierarchy.
17899
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
17900
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
17901
0
            }
17902
0
        }
17903
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
17904
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
17905
0
}
17906
17907
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
17908
void ImGui::DockBuilderFinish(ImGuiID root_id)
17909
0
{
17910
0
    ImGuiContext* ctx = GImGui;
17911
    //DockContextRebuild(ctx);
17912
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
17913
0
}
17914
17915
//-----------------------------------------------------------------------------
17916
// Docking: Begin/End Support Functions (called from Begin/End)
17917
//-----------------------------------------------------------------------------
17918
// - GetWindowAlwaysWantOwnTabBar()
17919
// - DockContextBindNodeToWindow()
17920
// - BeginDocked()
17921
// - BeginDockableDragDropSource()
17922
// - BeginDockableDragDropTarget()
17923
//-----------------------------------------------------------------------------
17924
17925
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
17926
86.4k
{
17927
86.4k
    ImGuiContext& g = *GImGui;
17928
86.4k
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
17929
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
17930
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
17931
0
                return true;
17932
86.4k
    return false;
17933
86.4k
}
17934
17935
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
17936
0
{
17937
0
    ImGuiContext& g = *ctx;
17938
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
17939
0
    IM_ASSERT(window->DockNode == NULL);
17940
17941
    // We should not be docking into a split node (SetWindowDock should avoid this)
17942
0
    if (node && node->IsSplitNode())
17943
0
    {
17944
0
        DockContextProcessUndockWindow(ctx, window);
17945
0
        return NULL;
17946
0
    }
17947
17948
    // Create node
17949
0
    if (node == NULL)
17950
0
    {
17951
0
        node = DockContextAddNode(ctx, window->DockId);
17952
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
17953
0
        node->LastFrameAlive = g.FrameCount;
17954
0
    }
17955
17956
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
17957
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
17958
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
17959
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
17960
0
    if (!node->IsVisible)
17961
0
    {
17962
0
        ImGuiDockNode* ancestor_node = node;
17963
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
17964
0
            ancestor_node = ancestor_node->ParentNode;
17965
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
17966
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
17967
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
17968
0
    }
17969
17970
    // Add window to node
17971
0
    bool node_was_visible = node->IsVisible;
17972
0
    DockNodeAddWindow(node, window, true);
17973
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
17974
0
    IM_ASSERT(node == window->DockNode);
17975
0
    return node;
17976
0
}
17977
17978
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
17979
0
{
17980
0
    ImGuiContext* ctx = GImGui;
17981
0
    ImGuiContext& g = *ctx;
17982
17983
    // Clear fields ahead so most early-out paths don't have to do it
17984
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
17985
17986
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
17987
0
    if (auto_dock_node)
17988
0
    {
17989
0
        if (window->DockId == 0)
17990
0
        {
17991
0
            IM_ASSERT(window->DockNode == NULL);
17992
0
            window->DockId = DockContextGenNodeID(ctx);
17993
0
        }
17994
0
    }
17995
0
    else
17996
0
    {
17997
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
17998
0
        bool want_undock = false;
17999
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18000
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18001
0
        if (want_undock)
18002
0
        {
18003
0
            DockContextProcessUndockWindow(ctx, window);
18004
0
            return;
18005
0
        }
18006
0
    }
18007
18008
    // Bind to our dock node
18009
0
    ImGuiDockNode* node = window->DockNode;
18010
0
    if (node != NULL)
18011
0
        IM_ASSERT(window->DockId == node->ID);
18012
0
    if (window->DockId != 0 && node == NULL)
18013
0
    {
18014
0
        node = DockContextBindNodeToWindow(ctx, window);
18015
0
        if (node == NULL)
18016
0
            return;
18017
0
    }
18018
18019
#if 0
18020
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
18021
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
18022
    {
18023
        DockContextProcessUndockWindow(ctx, window);
18024
        return;
18025
    }
18026
#endif
18027
18028
    // Undock if our dockspace node disappeared
18029
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
18030
0
    if (node->LastFrameAlive < g.FrameCount)
18031
0
    {
18032
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
18033
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
18034
0
        if (root_node->LastFrameAlive < g.FrameCount)
18035
0
            DockContextProcessUndockWindow(ctx, window);
18036
0
        else
18037
0
            window->DockIsActive = true;
18038
0
        return;
18039
0
    }
18040
18041
    // Store style overrides
18042
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18043
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18044
18045
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
18046
    // and never create neither a host window neither a tab bar.
18047
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
18048
0
    if (node->HostWindow == NULL)
18049
0
    {
18050
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
18051
0
            window->DockIsActive = true;
18052
0
        if (node->Windows.Size > 1)
18053
0
            DockNodeHideWindowDuringHostWindowCreation(window);
18054
0
        return;
18055
0
    }
18056
18057
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
18058
0
    IM_ASSERT(node->HostWindow);
18059
0
    IM_ASSERT(node->IsLeafNode());
18060
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
18061
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
18062
18063
    // Undock if we are submitted earlier than the host window
18064
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
18065
0
    {
18066
0
        DockContextProcessUndockWindow(ctx, window);
18067
0
        return;
18068
0
    }
18069
18070
    // Position/Size window
18071
0
    SetNextWindowPos(node->Pos);
18072
0
    SetNextWindowSize(node->Size);
18073
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
18074
0
    window->DockIsActive = true;
18075
0
    window->DockNodeIsVisible = true;
18076
0
    window->DockTabIsVisible = false;
18077
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
18078
0
        return;
18079
18080
    // When the window is selected we mark it as visible.
18081
0
    if (node->VisibleWindow == window)
18082
0
        window->DockTabIsVisible = true;
18083
18084
    // Update window flag
18085
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
18086
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize;
18087
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
18088
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
18089
0
    else
18090
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
18091
18092
    // Save new dock order only if the window has been visible once already
18093
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
18094
0
    if (node->TabBar && window->WasActive)
18095
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
18096
18097
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
18098
0
        *p_open = false;
18099
18100
    // Update ChildId to allow returning from Child to Parent with Escape
18101
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
18102
0
    window->ChildId = parent_window->GetID(window->Name);
18103
0
}
18104
18105
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
18106
18
{
18107
18
    ImGuiContext& g = *GImGui;
18108
18
    IM_ASSERT(g.ActiveId == window->MoveId);
18109
18
    IM_ASSERT(g.MovingWindow == window);
18110
18
    IM_ASSERT(g.CurrentWindow == window);
18111
18112
18
    g.LastItemData.ID = window->MoveId;
18113
18
    window = window->RootWindowDockTree;
18114
18
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18115
18
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
18116
18
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
18117
18
    {
18118
18
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
18119
18
        EndDragDropSource();
18120
18121
        // Store style overrides
18122
126
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18123
108
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18124
18
    }
18125
18
}
18126
18127
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
18128
27
{
18129
27
    ImGuiContext* ctx = GImGui;
18130
27
    ImGuiContext& g = *ctx;
18131
18132
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
18133
27
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18134
27
    if (!g.DragDropActive)
18135
0
        return;
18136
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18137
27
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18138
27
        return;
18139
18140
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18141
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18142
0
    const ImGuiPayload* payload = &g.DragDropPayload;
18143
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18144
0
    {
18145
0
        EndDragDropTarget();
18146
0
        return;
18147
0
    }
18148
18149
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18150
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18151
0
    {
18152
        // Select target node
18153
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18154
0
        bool dock_into_floating_window = false;
18155
0
        ImGuiDockNode* node = NULL;
18156
0
        if (window->DockNodeAsHost)
18157
0
        {
18158
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18159
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18160
18161
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18162
            // In this case we need to fallback into any leaf mode, possibly the central node.
18163
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18164
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18165
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18166
0
        }
18167
0
        else
18168
0
        {
18169
0
            if (window->DockNode)
18170
0
                node = window->DockNode;
18171
0
            else
18172
0
                dock_into_floating_window = true; // Dock into a regular window
18173
0
        }
18174
18175
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18176
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18177
18178
        // Preview docking request and find out split direction/ratio
18179
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18180
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18181
0
        if (do_preview && (node != NULL || dock_into_floating_window))
18182
0
        {
18183
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18184
0
            ImGuiDockPreviewData split_inner;
18185
0
            ImGuiDockPreviewData split_outer;
18186
0
            ImGuiDockPreviewData* split_data = &split_inner;
18187
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18188
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18189
0
                {
18190
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18191
0
                    if (split_outer.IsSplitDirExplicit)
18192
0
                        split_data = &split_outer;
18193
0
                }
18194
0
            if (!node || node->IsLeafNode())
18195
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18196
0
            if (split_data == &split_outer)
18197
0
                split_inner.IsDropAllowed = false;
18198
18199
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18200
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18201
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18202
18203
            // Queue docking request
18204
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18205
0
                DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18206
0
        }
18207
0
    }
18208
0
    EndDragDropTarget();
18209
0
}
18210
18211
//-----------------------------------------------------------------------------
18212
// Docking: Settings
18213
//-----------------------------------------------------------------------------
18214
// - DockSettingsRenameNodeReferences()
18215
// - DockSettingsRemoveNodeReferences()
18216
// - DockSettingsFindNodeSettings()
18217
// - DockSettingsHandler_ApplyAll()
18218
// - DockSettingsHandler_ReadOpen()
18219
// - DockSettingsHandler_ReadLine()
18220
// - DockSettingsHandler_DockNodeToSettings()
18221
// - DockSettingsHandler_WriteAll()
18222
//-----------------------------------------------------------------------------
18223
18224
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18225
0
{
18226
0
    ImGuiContext& g = *GImGui;
18227
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18228
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18229
0
    {
18230
0
        ImGuiWindow* window = g.Windows[window_n];
18231
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18232
0
            window->DockId = new_node_id;
18233
0
    }
18234
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18235
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18236
0
        if (settings->DockId == old_node_id)
18237
0
            settings->DockId = new_node_id;
18238
0
}
18239
18240
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18241
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18242
0
{
18243
0
    ImGuiContext& g = *GImGui;
18244
0
    int found = 0;
18245
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18246
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18247
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18248
0
            if (settings->DockId == node_ids[node_n])
18249
0
            {
18250
0
                settings->DockId = 0;
18251
0
                settings->DockOrder = -1;
18252
0
                if (++found < node_ids_count)
18253
0
                    break;
18254
0
                return;
18255
0
            }
18256
0
}
18257
18258
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18259
0
{
18260
    // FIXME-OPT
18261
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18262
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18263
0
        if (dc->NodesSettings[n].ID == id)
18264
0
            return &dc->NodesSettings[n];
18265
0
    return NULL;
18266
0
}
18267
18268
// Clear settings data
18269
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18270
0
{
18271
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18272
0
    dc->NodesSettings.clear();
18273
0
    DockContextClearNodes(ctx, 0, true);
18274
0
}
18275
18276
// Recreate nodes based on settings data
18277
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18278
0
{
18279
    // Prune settings at boot time only
18280
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18281
0
    if (ctx->Windows.Size == 0)
18282
0
        DockContextPruneUnusedSettingsNodes(ctx);
18283
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
18284
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
18285
0
}
18286
18287
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
18288
0
{
18289
0
    if (strcmp(name, "Data") != 0)
18290
0
        return NULL;
18291
0
    return (void*)1;
18292
0
}
18293
18294
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
18295
0
{
18296
0
    char c = 0;
18297
0
    int x = 0, y = 0;
18298
0
    int r = 0;
18299
18300
    // Parsing, e.g.
18301
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
18302
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
18303
    // Important: this code expect currently fields in a fixed order.
18304
0
    ImGuiDockNodeSettings node;
18305
0
    line = ImStrSkipBlank(line);
18306
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
18307
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
18308
0
    else return;
18309
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
18310
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
18311
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
18312
0
    if (node.ParentNodeId == 0)
18313
0
    {
18314
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
18315
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
18316
0
    }
18317
0
    else
18318
0
    {
18319
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
18320
0
    }
18321
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
18322
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
18323
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
18324
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
18325
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
18326
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
18327
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
18328
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
18329
0
    if (node.ParentNodeId != 0)
18330
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
18331
0
            node.Depth = parent_settings->Depth + 1;
18332
0
    ctx->DockContext.NodesSettings.push_back(node);
18333
0
}
18334
18335
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
18336
0
{
18337
0
    ImGuiDockNodeSettings node_settings;
18338
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
18339
0
    node_settings.ID = node->ID;
18340
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
18341
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
18342
0
    node_settings.SelectedTabId = node->SelectedTabId;
18343
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
18344
0
    node_settings.Depth = (char)depth;
18345
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
18346
0
    node_settings.Pos = ImVec2ih(node->Pos);
18347
0
    node_settings.Size = ImVec2ih(node->Size);
18348
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
18349
0
    dc->NodesSettings.push_back(node_settings);
18350
0
    if (node->ChildNodes[0])
18351
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
18352
0
    if (node->ChildNodes[1])
18353
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
18354
0
}
18355
18356
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
18357
0
{
18358
0
    ImGuiContext& g = *ctx;
18359
0
    ImGuiDockContext* dc = &ctx->DockContext;
18360
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18361
0
        return;
18362
18363
    // Gather settings data
18364
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
18365
0
    dc->NodesSettings.resize(0);
18366
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
18367
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18368
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18369
0
            if (node->IsRootNode())
18370
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
18371
18372
0
    int max_depth = 0;
18373
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18374
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
18375
18376
    // Write to text buffer
18377
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
18378
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18379
0
    {
18380
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
18381
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
18382
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
18383
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
18384
0
        if (node_settings->ParentNodeId)
18385
0
        {
18386
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
18387
0
        }
18388
0
        else
18389
0
        {
18390
0
            if (node_settings->ParentWindowId)
18391
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
18392
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
18393
0
        }
18394
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
18395
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
18396
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
18397
0
            buf->appendf(" NoResize=1");
18398
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
18399
0
            buf->appendf(" CentralNode=1");
18400
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
18401
0
            buf->appendf(" NoTabBar=1");
18402
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
18403
0
            buf->appendf(" HiddenTabBar=1");
18404
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
18405
0
            buf->appendf(" NoWindowMenuButton=1");
18406
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
18407
0
            buf->appendf(" NoCloseButton=1");
18408
0
        if (node_settings->SelectedTabId)
18409
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
18410
18411
#if IMGUI_DEBUG_INI_SETTINGS
18412
        // [DEBUG] Include comments in the .ini file to ease debugging
18413
        if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
18414
        {
18415
            buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
18416
            if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
18417
                buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
18418
            // Iterate settings so we can give info about windows that didn't exist during the session.
18419
            int contains_window = 0;
18420
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18421
                if (settings->DockId == node_settings->ID)
18422
                {
18423
                    if (contains_window++ == 0)
18424
                        buf->appendf(" ; contains ");
18425
                    buf->appendf("'%s' ", settings->GetName());
18426
                }
18427
        }
18428
#endif
18429
0
        buf->appendf("\n");
18430
0
    }
18431
0
    buf->appendf("\n");
18432
0
}
18433
18434
18435
//-----------------------------------------------------------------------------
18436
// [SECTION] PLATFORM DEPENDENT HELPERS
18437
//-----------------------------------------------------------------------------
18438
18439
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
18440
18441
#ifdef _MSC_VER
18442
#pragma comment(lib, "user32")
18443
#pragma comment(lib, "kernel32")
18444
#endif
18445
18446
// Win32 clipboard implementation
18447
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
18448
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18449
{
18450
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18451
    g.ClipboardHandlerData.clear();
18452
    if (!::OpenClipboard(NULL))
18453
        return NULL;
18454
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
18455
    if (wbuf_handle == NULL)
18456
    {
18457
        ::CloseClipboard();
18458
        return NULL;
18459
    }
18460
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
18461
    {
18462
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
18463
        g.ClipboardHandlerData.resize(buf_len);
18464
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
18465
    }
18466
    ::GlobalUnlock(wbuf_handle);
18467
    ::CloseClipboard();
18468
    return g.ClipboardHandlerData.Data;
18469
}
18470
18471
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18472
{
18473
    if (!::OpenClipboard(NULL))
18474
        return;
18475
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
18476
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
18477
    if (wbuf_handle == NULL)
18478
    {
18479
        ::CloseClipboard();
18480
        return;
18481
    }
18482
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
18483
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
18484
    ::GlobalUnlock(wbuf_handle);
18485
    ::EmptyClipboard();
18486
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
18487
        ::GlobalFree(wbuf_handle);
18488
    ::CloseClipboard();
18489
}
18490
18491
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
18492
18493
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
18494
static PasteboardRef main_clipboard = 0;
18495
18496
// OSX clipboard implementation
18497
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
18498
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18499
{
18500
    if (!main_clipboard)
18501
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18502
    PasteboardClear(main_clipboard);
18503
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
18504
    if (cf_data)
18505
    {
18506
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
18507
        CFRelease(cf_data);
18508
    }
18509
}
18510
18511
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18512
{
18513
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18514
    if (!main_clipboard)
18515
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18516
    PasteboardSynchronize(main_clipboard);
18517
18518
    ItemCount item_count = 0;
18519
    PasteboardGetItemCount(main_clipboard, &item_count);
18520
    for (ItemCount i = 0; i < item_count; i++)
18521
    {
18522
        PasteboardItemID item_id = 0;
18523
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
18524
        CFArrayRef flavor_type_array = 0;
18525
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
18526
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
18527
        {
18528
            CFDataRef cf_data;
18529
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
18530
            {
18531
                g.ClipboardHandlerData.clear();
18532
                int length = (int)CFDataGetLength(cf_data);
18533
                g.ClipboardHandlerData.resize(length + 1);
18534
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
18535
                g.ClipboardHandlerData[length] = 0;
18536
                CFRelease(cf_data);
18537
                return g.ClipboardHandlerData.Data;
18538
            }
18539
        }
18540
    }
18541
    return NULL;
18542
}
18543
18544
#else
18545
18546
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
18547
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18548
0
{
18549
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18550
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
18551
0
}
18552
18553
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
18554
0
{
18555
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18556
0
    g.ClipboardHandlerData.clear();
18557
0
    const char* text_end = text + strlen(text);
18558
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
18559
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
18560
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
18561
0
}
18562
18563
#endif
18564
18565
// Win32 API IME support (for Asian languages, etc.)
18566
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
18567
18568
#include <imm.h>
18569
#ifdef _MSC_VER
18570
#pragma comment(lib, "imm32")
18571
#endif
18572
18573
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
18574
{
18575
    // Notify OS Input Method Editor of text input position
18576
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
18577
    if (hwnd == 0)
18578
        return;
18579
18580
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
18581
    if (HIMC himc = ::ImmGetContext(hwnd))
18582
    {
18583
        COMPOSITIONFORM composition_form = {};
18584
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18585
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18586
        composition_form.dwStyle = CFS_FORCE_POSITION;
18587
        ::ImmSetCompositionWindow(himc, &composition_form);
18588
        CANDIDATEFORM candidate_form = {};
18589
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
18590
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18591
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18592
        ::ImmSetCandidateWindow(himc, &candidate_form);
18593
        ::ImmReleaseContext(hwnd, himc);
18594
    }
18595
}
18596
18597
#else
18598
18599
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
18600
18601
#endif
18602
18603
//-----------------------------------------------------------------------------
18604
// [SECTION] METRICS/DEBUGGER WINDOW
18605
//-----------------------------------------------------------------------------
18606
// - RenderViewportThumbnail() [Internal]
18607
// - RenderViewportsThumbnails() [Internal]
18608
// - DebugTextEncoding()
18609
// - MetricsHelpMarker() [Internal]
18610
// - ShowFontAtlas() [Internal]
18611
// - ShowMetricsWindow()
18612
// - DebugNodeColumns() [Internal]
18613
// - DebugNodeDockNode() [Internal]
18614
// - DebugNodeDrawList() [Internal]
18615
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
18616
// - DebugNodeFont() [Internal]
18617
// - DebugNodeFontGlyph() [Internal]
18618
// - DebugNodeStorage() [Internal]
18619
// - DebugNodeTabBar() [Internal]
18620
// - DebugNodeViewport() [Internal]
18621
// - DebugNodeWindow() [Internal]
18622
// - DebugNodeWindowSettings() [Internal]
18623
// - DebugNodeWindowsList() [Internal]
18624
// - DebugNodeWindowsListByBeginStackParent() [Internal]
18625
//-----------------------------------------------------------------------------
18626
18627
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
18628
18629
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
18630
0
{
18631
0
    ImGuiContext& g = *GImGui;
18632
0
    ImGuiWindow* window = g.CurrentWindow;
18633
18634
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
18635
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
18636
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_Minimized) ? 0.30f : 1.00f;
18637
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
18638
0
    for (int i = 0; i != g.Windows.Size; i++)
18639
0
    {
18640
0
        ImGuiWindow* thumb_window = g.Windows[i];
18641
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
18642
0
            continue;
18643
0
        if (thumb_window->Viewport != viewport)
18644
0
            continue;
18645
18646
0
        ImRect thumb_r = thumb_window->Rect();
18647
0
        ImRect title_r = thumb_window->TitleBarRect();
18648
0
        thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off +  thumb_r.Max * scale));
18649
0
        title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
18650
0
        thumb_r.ClipWithFull(bb);
18651
0
        title_r.ClipWithFull(bb);
18652
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
18653
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
18654
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
18655
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
18656
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
18657
0
    }
18658
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
18659
0
}
18660
18661
static void RenderViewportsThumbnails()
18662
0
{
18663
0
    ImGuiContext& g = *GImGui;
18664
0
    ImGuiWindow* window = g.CurrentWindow;
18665
18666
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
18667
0
    float SCALE = 1.0f / 8.0f;
18668
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
18669
0
    for (int n = 0; n < g.Viewports.Size; n++)
18670
0
        bb_full.Add(g.Viewports[n]->GetMainRect());
18671
0
    ImVec2 p = window->DC.CursorPos;
18672
0
    ImVec2 off = p - bb_full.Min * SCALE;
18673
0
    for (int n = 0; n < g.Viewports.Size; n++)
18674
0
    {
18675
0
        ImGuiViewportP* viewport = g.Viewports[n];
18676
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
18677
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
18678
0
    }
18679
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
18680
0
}
18681
18682
static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs)
18683
0
{
18684
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
18685
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
18686
0
    return b->LastFrontMostStampCount - a->LastFrontMostStampCount;
18687
0
}
18688
18689
// Draw an arbitrary US keyboard layout to visualize translated keys
18690
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
18691
0
{
18692
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
18693
0
    const float  key_rounding = 3.0f;
18694
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
18695
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
18696
0
    const float  key_face_rounding = 2.0f;
18697
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
18698
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
18699
0
    const float  key_row_offset = 9.0f;
18700
18701
0
    ImVec2 board_min = GetCursorScreenPos();
18702
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
18703
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
18704
18705
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
18706
0
    const KeyLayoutData keys_to_display[] =
18707
0
    {
18708
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
18709
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
18710
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
18711
0
    };
18712
18713
    // Elements rendered manually via ImDrawList API are not clipped automatically.
18714
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
18715
0
    Dummy(board_max - board_min);
18716
0
    if (!IsItemVisible())
18717
0
        return;
18718
0
    draw_list->PushClipRect(board_min, board_max, true);
18719
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
18720
0
    {
18721
0
        const KeyLayoutData* key_data = &keys_to_display[n];
18722
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
18723
0
        ImVec2 key_max = key_min + key_size;
18724
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
18725
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
18726
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
18727
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
18728
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
18729
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
18730
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
18731
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
18732
0
        if (ImGui::IsKeyDown(key_data->Key))
18733
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
18734
0
    }
18735
0
    draw_list->PopClipRect();
18736
0
}
18737
18738
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
18739
void ImGui::DebugTextEncoding(const char* str)
18740
0
{
18741
0
    Text("Text: \"%s\"", str);
18742
0
    if (!BeginTable("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit))
18743
0
        return;
18744
0
    TableSetupColumn("Offset");
18745
0
    TableSetupColumn("UTF-8");
18746
0
    TableSetupColumn("Glyph");
18747
0
    TableSetupColumn("Codepoint");
18748
0
    TableHeadersRow();
18749
0
    for (const char* p = str; *p != 0; )
18750
0
    {
18751
0
        unsigned int c;
18752
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
18753
0
        TableNextColumn();
18754
0
        Text("%d", (int)(p - str));
18755
0
        TableNextColumn();
18756
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
18757
0
        {
18758
0
            if (byte_index > 0)
18759
0
                SameLine();
18760
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
18761
0
        }
18762
0
        TableNextColumn();
18763
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
18764
0
            TextUnformatted(p, p + c_utf8_len);
18765
0
        else
18766
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
18767
0
        TableNextColumn();
18768
0
        Text("U+%04X", (int)c);
18769
0
        p += c_utf8_len;
18770
0
    }
18771
0
    EndTable();
18772
0
}
18773
18774
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
18775
static void MetricsHelpMarker(const char* desc)
18776
0
{
18777
0
    ImGui::TextDisabled("(?)");
18778
0
    if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort) && ImGui::BeginTooltip())
18779
0
    {
18780
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
18781
0
        ImGui::TextUnformatted(desc);
18782
0
        ImGui::PopTextWrapPos();
18783
0
        ImGui::EndTooltip();
18784
0
    }
18785
0
}
18786
18787
// [DEBUG] List fonts in a font atlas and display its texture
18788
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
18789
0
{
18790
0
    for (int i = 0; i < atlas->Fonts.Size; i++)
18791
0
    {
18792
0
        ImFont* font = atlas->Fonts[i];
18793
0
        PushID(font);
18794
0
        DebugNodeFont(font);
18795
0
        PopID();
18796
0
    }
18797
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
18798
0
    {
18799
0
        ImGuiContext& g = *GImGui;
18800
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
18801
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
18802
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
18803
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
18804
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
18805
0
        TreePop();
18806
0
    }
18807
0
}
18808
18809
void ImGui::ShowMetricsWindow(bool* p_open)
18810
0
{
18811
0
    ImGuiContext& g = *GImGui;
18812
0
    ImGuiIO& io = g.IO;
18813
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
18814
0
    if (cfg->ShowDebugLog)
18815
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
18816
0
    if (cfg->ShowStackTool)
18817
0
        ShowStackToolWindow(&cfg->ShowStackTool);
18818
18819
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
18820
0
    {
18821
0
        End();
18822
0
        return;
18823
0
    }
18824
18825
    // Basic info
18826
0
    Text("Dear ImGui %s", GetVersion());
18827
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
18828
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
18829
0
    Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations);
18830
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
18831
18832
0
    Separator();
18833
18834
    // Debugging enums
18835
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
18836
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
18837
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
18838
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
18839
0
    if (cfg->ShowWindowsRectsType < 0)
18840
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
18841
0
    if (cfg->ShowTablesRectsType < 0)
18842
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
18843
18844
0
    struct Funcs
18845
0
    {
18846
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
18847
0
        {
18848
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
18849
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
18850
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
18851
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
18852
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
18853
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
18854
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
18855
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
18856
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
18857
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
18858
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate
18859
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }
18860
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
18861
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
18862
0
            IM_ASSERT(0);
18863
0
            return ImRect();
18864
0
        }
18865
18866
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
18867
0
        {
18868
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
18869
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
18870
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
18871
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
18872
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
18873
0
            else if (rect_type == WRT_Content)       { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
18874
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
18875
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
18876
0
            IM_ASSERT(0);
18877
0
            return ImRect();
18878
0
        }
18879
0
    };
18880
18881
    // Tools
18882
0
    if (TreeNode("Tools"))
18883
0
    {
18884
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
18885
0
        SameLine();
18886
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
18887
0
        if (show_encoding_viewer)
18888
0
        {
18889
0
            static char buf[100] = "";
18890
0
            SetNextItemWidth(-FLT_MIN);
18891
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
18892
0
            if (buf[0] != 0)
18893
0
                DebugTextEncoding(buf);
18894
0
            TreePop();
18895
0
        }
18896
18897
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
18898
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
18899
0
            DebugStartItemPicker();
18900
0
        SameLine();
18901
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
18902
18903
        // Stack Tool is your best friend!
18904
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
18905
0
        SameLine();
18906
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
18907
18908
        // Stack Tool is your best friend!
18909
0
        Checkbox("Show Stack Tool", &cfg->ShowStackTool);
18910
0
        SameLine();
18911
0
        MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code.");
18912
18913
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
18914
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
18915
0
        SameLine();
18916
0
        SetNextItemWidth(GetFontSize() * 12);
18917
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
18918
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
18919
0
        {
18920
0
            BulletText("'%s':", g.NavWindow->Name);
18921
0
            Indent();
18922
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
18923
0
            {
18924
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
18925
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
18926
0
            }
18927
0
            Unindent();
18928
0
        }
18929
18930
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
18931
0
        SameLine();
18932
0
        SetNextItemWidth(GetFontSize() * 12);
18933
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
18934
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
18935
0
        {
18936
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
18937
0
            {
18938
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
18939
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
18940
0
                    continue;
18941
18942
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
18943
0
                if (IsItemHovered())
18944
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
18945
0
                Indent();
18946
0
                char buf[128];
18947
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
18948
0
                {
18949
0
                    if (rect_n >= TRT_ColumnsRect)
18950
0
                    {
18951
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
18952
0
                            continue;
18953
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
18954
0
                        {
18955
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
18956
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
18957
0
                            Selectable(buf);
18958
0
                            if (IsItemHovered())
18959
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
18960
0
                        }
18961
0
                    }
18962
0
                    else
18963
0
                    {
18964
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
18965
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
18966
0
                        Selectable(buf);
18967
0
                        if (IsItemHovered())
18968
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
18969
0
                    }
18970
0
                }
18971
0
                Unindent();
18972
0
            }
18973
0
        }
18974
18975
0
        TreePop();
18976
0
    }
18977
18978
    // Windows
18979
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
18980
0
    {
18981
        //SetNextItemOpen(true, ImGuiCond_Once);
18982
0
        DebugNodeWindowsList(&g.Windows, "By display order");
18983
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
18984
0
        if (TreeNode("By submission order (begin stack)"))
18985
0
        {
18986
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
18987
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
18988
0
            temp_buffer.resize(0);
18989
0
            for (int i = 0; i < g.Windows.Size; i++)
18990
0
                if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount)
18991
0
                    temp_buffer.push_back(g.Windows[i]);
18992
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
18993
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
18994
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
18995
0
            TreePop();
18996
0
        }
18997
18998
0
        TreePop();
18999
0
    }
19000
19001
    // DrawLists
19002
0
    int drawlist_count = 0;
19003
0
    for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
19004
0
        drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
19005
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
19006
0
    {
19007
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
19008
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
19009
0
        for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
19010
0
        {
19011
0
            ImGuiViewportP* viewport = g.Viewports[viewport_i];
19012
0
            bool viewport_has_drawlist = false;
19013
0
            for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
19014
0
                for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
19015
0
                {
19016
0
                    if (!viewport_has_drawlist)
19017
0
                        Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
19018
0
                    viewport_has_drawlist = true;
19019
0
                    DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
19020
0
                }
19021
0
        }
19022
0
        TreePop();
19023
0
    }
19024
19025
    // Viewports
19026
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
19027
0
    {
19028
0
        Indent(GetTreeNodeToLabelSpacing());
19029
0
        RenderViewportsThumbnails();
19030
0
        Unindent(GetTreeNodeToLabelSpacing());
19031
19032
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
19033
0
        SameLine();
19034
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
19035
0
        if (open)
19036
0
        {
19037
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
19038
0
            {
19039
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
19040
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
19041
0
                    i, mon.DpiScale * 100.0f,
19042
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
19043
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
19044
0
            }
19045
0
            TreePop();
19046
0
        }
19047
19048
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19049
0
        if (TreeNode("Inferred Z order (front-to-back)"))
19050
0
        {
19051
0
            static ImVector<ImGuiViewportP*> viewports;
19052
0
            viewports.resize(g.Viewports.Size);
19053
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
19054
0
            if (viewports.Size > 1)
19055
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount);
19056
0
            for (int i = 0; i < viewports.Size; i++)
19057
0
                BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A");
19058
0
            TreePop();
19059
0
        }
19060
19061
0
        for (int i = 0; i < g.Viewports.Size; i++)
19062
0
            DebugNodeViewport(g.Viewports[i]);
19063
0
        TreePop();
19064
0
    }
19065
19066
    // Details for Popups
19067
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
19068
0
    {
19069
0
        for (int i = 0; i < g.OpenPopupStack.Size; i++)
19070
0
        {
19071
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
19072
0
            const ImGuiPopupData* popup_data = &g.OpenPopupStack[i];
19073
0
            ImGuiWindow* window = popup_data->Window;
19074
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
19075
0
                popup_data->PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
19076
0
                popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
19077
0
        }
19078
0
        TreePop();
19079
0
    }
19080
19081
    // Details for TabBars
19082
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
19083
0
    {
19084
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
19085
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
19086
0
            {
19087
0
                PushID(tab_bar);
19088
0
                DebugNodeTabBar(tab_bar, "TabBar");
19089
0
                PopID();
19090
0
            }
19091
0
        TreePop();
19092
0
    }
19093
19094
    // Details for Tables
19095
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
19096
0
    {
19097
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
19098
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
19099
0
                DebugNodeTable(table);
19100
0
        TreePop();
19101
0
    }
19102
19103
    // Details for Fonts
19104
0
    ImFontAtlas* atlas = g.IO.Fonts;
19105
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
19106
0
    {
19107
0
        ShowFontAtlas(atlas);
19108
0
        TreePop();
19109
0
    }
19110
19111
    // Details for InputText
19112
0
    if (TreeNode("InputText"))
19113
0
    {
19114
0
        DebugNodeInputTextState(&g.InputTextState);
19115
0
        TreePop();
19116
0
    }
19117
19118
    // Details for Docking
19119
0
#ifdef IMGUI_HAS_DOCK
19120
0
    if (TreeNode("Docking"))
19121
0
    {
19122
0
        static bool root_nodes_only = true;
19123
0
        ImGuiDockContext* dc = &g.DockContext;
19124
0
        Checkbox("List root nodes", &root_nodes_only);
19125
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
19126
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
19127
0
        SameLine();
19128
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
19129
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
19130
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19131
0
                if (!root_nodes_only || node->IsRootNode())
19132
0
                    DebugNodeDockNode(node, "Node");
19133
0
        TreePop();
19134
0
    }
19135
0
#endif // #ifdef IMGUI_HAS_DOCK
19136
19137
    // Settings
19138
0
    if (TreeNode("Settings"))
19139
0
    {
19140
0
        if (SmallButton("Clear"))
19141
0
            ClearIniSettings();
19142
0
        SameLine();
19143
0
        if (SmallButton("Save to memory"))
19144
0
            SaveIniSettingsToMemory();
19145
0
        SameLine();
19146
0
        if (SmallButton("Save to disk"))
19147
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19148
0
        SameLine();
19149
0
        if (g.IO.IniFilename)
19150
0
            Text("\"%s\"", g.IO.IniFilename);
19151
0
        else
19152
0
            TextUnformatted("<NULL>");
19153
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19154
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19155
0
        {
19156
0
            for (int n = 0; n < g.SettingsHandlers.Size; n++)
19157
0
                BulletText("%s", g.SettingsHandlers[n].TypeName);
19158
0
            TreePop();
19159
0
        }
19160
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19161
0
        {
19162
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19163
0
                DebugNodeWindowSettings(settings);
19164
0
            TreePop();
19165
0
        }
19166
19167
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19168
0
        {
19169
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19170
0
                DebugNodeTableSettings(settings);
19171
0
            TreePop();
19172
0
        }
19173
19174
0
#ifdef IMGUI_HAS_DOCK
19175
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19176
0
        {
19177
0
            ImGuiDockContext* dc = &g.DockContext;
19178
0
            Text("In SettingsWindows:");
19179
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19180
0
                if (settings->DockId != 0)
19181
0
                    BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId);
19182
0
            Text("In SettingsNodes:");
19183
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19184
0
            {
19185
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19186
0
                const char* selected_tab_name = NULL;
19187
0
                if (settings->SelectedTabId)
19188
0
                {
19189
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19190
0
                        selected_tab_name = window->Name;
19191
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
19192
0
                        selected_tab_name = window_settings->GetName();
19193
0
                }
19194
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19195
0
            }
19196
0
            TreePop();
19197
0
        }
19198
0
#endif // #ifdef IMGUI_HAS_DOCK
19199
19200
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19201
0
        {
19202
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19203
0
            TreePop();
19204
0
        }
19205
0
        TreePop();
19206
0
    }
19207
19208
0
    if (TreeNode("Inputs"))
19209
0
    {
19210
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19211
0
        {
19212
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19213
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
19214
0
            Indent();
19215
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19216
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19217
#else
19218
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19219
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19220
#endif
19221
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19222
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19223
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19224
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19225
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19226
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19227
0
            Unindent();
19228
0
        }
19229
19230
0
        Text("MOUSE STATE");
19231
0
        {
19232
0
            Indent();
19233
0
            if (IsMousePosValid())
19234
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
19235
0
            else
19236
0
                Text("Mouse pos: <INVALID>");
19237
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
19238
0
            int count = IM_ARRAYSIZE(io.MouseDown);
19239
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
19240
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
19241
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
19242
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
19243
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
19244
0
            Unindent();
19245
0
        }
19246
19247
0
        Text("MOUSE WHEELING");
19248
0
        {
19249
0
            Indent();
19250
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
19251
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
19252
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
19253
0
            Unindent();
19254
0
        }
19255
19256
0
        Text("KEY OWNERS");
19257
0
        {
19258
0
            Indent();
19259
0
            if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19260
0
            {
19261
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19262
0
                {
19263
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
19264
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
19265
0
                        continue;
19266
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
19267
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
19268
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
19269
0
                }
19270
0
                EndListBox();
19271
0
            }
19272
0
            Unindent();
19273
0
        }
19274
0
        Text("SHORTCUT ROUTING");
19275
0
        {
19276
0
            Indent();
19277
0
            if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19278
0
            {
19279
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19280
0
                {
19281
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
19282
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
19283
0
                    {
19284
0
                        char key_chord_name[64];
19285
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
19286
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
19287
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
19288
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
19289
0
                        idx = routing_data->NextEntryIndex;
19290
0
                    }
19291
0
                }
19292
0
                EndListBox();
19293
0
            }
19294
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19295
0
            Unindent();
19296
0
        }
19297
0
        TreePop();
19298
0
    }
19299
19300
0
    if (TreeNode("Internal state"))
19301
0
    {
19302
0
        Text("WINDOWING");
19303
0
        Indent();
19304
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
19305
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
19306
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
19307
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
19308
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
19309
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19310
0
        Unindent();
19311
19312
0
        Text("ITEMS");
19313
0
        Indent();
19314
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
19315
0
        DebugLocateItemOnHover(g.ActiveId);
19316
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
19317
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19318
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
19319
0
        Text("HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer);
19320
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
19321
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
19322
0
        Unindent();
19323
19324
0
        Text("NAV,FOCUS");
19325
0
        Indent();
19326
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
19327
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
19328
0
        DebugLocateItemOnHover(g.NavId);
19329
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
19330
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
19331
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
19332
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
19333
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
19334
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
19335
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
19336
0
        Unindent();
19337
19338
0
        TreePop();
19339
0
    }
19340
19341
    // Overlay: Display windows Rectangles and Begin Order
19342
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
19343
0
    {
19344
0
        for (int n = 0; n < g.Windows.Size; n++)
19345
0
        {
19346
0
            ImGuiWindow* window = g.Windows[n];
19347
0
            if (!window->WasActive)
19348
0
                continue;
19349
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
19350
0
            if (cfg->ShowWindowsRects)
19351
0
            {
19352
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
19353
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19354
0
            }
19355
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
19356
0
            {
19357
0
                char buf[32];
19358
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
19359
0
                float font_size = GetFontSize();
19360
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
19361
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
19362
0
            }
19363
0
        }
19364
0
    }
19365
19366
    // Overlay: Display Tables Rectangles
19367
0
    if (cfg->ShowTablesRects)
19368
0
    {
19369
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19370
0
        {
19371
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19372
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
19373
0
                continue;
19374
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
19375
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
19376
0
            {
19377
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19378
0
                {
19379
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
19380
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
19381
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
19382
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
19383
0
                }
19384
0
            }
19385
0
            else
19386
0
            {
19387
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
19388
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19389
0
            }
19390
0
        }
19391
0
    }
19392
19393
0
#ifdef IMGUI_HAS_DOCK
19394
    // Overlay: Display Docking info
19395
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
19396
0
    {
19397
0
        char buf[64] = "";
19398
0
        char* p = buf;
19399
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
19400
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
19401
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
19402
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
19403
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
19404
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
19405
0
        int depth = DockNodeGetDepth(node);
19406
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
19407
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
19408
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
19409
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
19410
0
    }
19411
0
#endif // #ifdef IMGUI_HAS_DOCK
19412
19413
0
    End();
19414
0
}
19415
19416
// [DEBUG] Display contents of Columns
19417
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
19418
0
{
19419
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
19420
0
        return;
19421
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
19422
0
    for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
19423
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
19424
0
    TreePop();
19425
0
}
19426
19427
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
19428
0
{
19429
0
    using namespace ImGui;
19430
0
    PushID(label);
19431
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
19432
0
    Text("%s:", label);
19433
0
    if (!enabled)
19434
0
        BeginDisabled();
19435
0
    CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit);
19436
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
19437
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
19438
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
19439
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
19440
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
19441
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
19442
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
19443
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking);
19444
0
    CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe);
19445
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
19446
0
    CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
19447
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
19448
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
19449
0
    if (!enabled)
19450
0
        EndDisabled();
19451
0
    PopStyleVar();
19452
0
    PopID();
19453
0
}
19454
19455
// [DEBUG] Display contents of ImDockNode
19456
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
19457
0
{
19458
0
    ImGuiContext& g = *GImGui;
19459
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
19460
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
19461
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19462
0
    bool open;
19463
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
19464
0
    if (node->Windows.Size > 0)
19465
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19466
0
    else
19467
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19468
0
    if (!is_alive) { PopStyleColor(); }
19469
0
    if (is_active && IsItemHovered())
19470
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
19471
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
19472
0
    if (open)
19473
0
    {
19474
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
19475
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
19476
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
19477
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
19478
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
19479
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
19480
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
19481
0
        BulletText("Misc:%s%s%s%s%s%s%s",
19482
0
            node->IsDockSpace() ? " IsDockSpace" : "",
19483
0
            node->IsCentralNode() ? " IsCentralNode" : "",
19484
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
19485
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
19486
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
19487
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
19488
0
        {
19489
0
            if (BeginTable("flags", 4))
19490
0
            {
19491
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
19492
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
19493
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
19494
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
19495
0
                EndTable();
19496
0
            }
19497
0
            TreePop();
19498
0
        }
19499
0
        if (node->ParentNode)
19500
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
19501
0
        if (node->ChildNodes[0])
19502
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
19503
0
        if (node->ChildNodes[1])
19504
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
19505
0
        if (node->TabBar)
19506
0
            DebugNodeTabBar(node->TabBar, "TabBar");
19507
0
        DebugNodeWindowsList(&node->Windows, "Windows");
19508
19509
0
        TreePop();
19510
0
    }
19511
0
}
19512
19513
// [DEBUG] Display contents of ImDrawList
19514
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
19515
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
19516
0
{
19517
0
    ImGuiContext& g = *GImGui;
19518
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19519
0
    int cmd_count = draw_list->CmdBuffer.Size;
19520
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
19521
0
        cmd_count--;
19522
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
19523
0
    if (draw_list == GetWindowDrawList())
19524
0
    {
19525
0
        SameLine();
19526
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
19527
0
        if (node_open)
19528
0
            TreePop();
19529
0
        return;
19530
0
    }
19531
19532
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
19533
0
    if (window && IsItemHovered() && fg_draw_list)
19534
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19535
0
    if (!node_open)
19536
0
        return;
19537
19538
0
    if (window && !window->WasActive)
19539
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
19540
19541
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
19542
0
    {
19543
0
        if (pcmd->UserCallback)
19544
0
        {
19545
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
19546
0
            continue;
19547
0
        }
19548
19549
0
        char buf[300];
19550
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
19551
0
            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
19552
0
            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
19553
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
19554
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
19555
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
19556
0
        if (!pcmd_node_open)
19557
0
            continue;
19558
19559
        // Calculate approximate coverage area (touched pixel count)
19560
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
19561
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
19562
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
19563
0
        float total_area = 0.0f;
19564
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
19565
0
        {
19566
0
            ImVec2 triangle[3];
19567
0
            for (int n = 0; n < 3; n++, idx_n++)
19568
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
19569
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
19570
0
        }
19571
19572
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
19573
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
19574
0
        Selectable(buf);
19575
0
        if (IsItemHovered() && fg_draw_list)
19576
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
19577
19578
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
19579
0
        ImGuiListClipper clipper;
19580
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
19581
0
        while (clipper.Step())
19582
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
19583
0
            {
19584
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
19585
0
                ImVec2 triangle[3];
19586
0
                for (int n = 0; n < 3; n++, idx_i++)
19587
0
                {
19588
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
19589
0
                    triangle[n] = v.pos;
19590
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
19591
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
19592
0
                }
19593
19594
0
                Selectable(buf, false);
19595
0
                if (fg_draw_list && IsItemHovered())
19596
0
                {
19597
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
19598
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
19599
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
19600
0
                    fg_draw_list->Flags = backup_flags;
19601
0
                }
19602
0
            }
19603
0
        TreePop();
19604
0
    }
19605
0
    TreePop();
19606
0
}
19607
19608
// [DEBUG] Display mesh/aabb of a ImDrawCmd
19609
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
19610
0
{
19611
0
    IM_ASSERT(show_mesh || show_aabb);
19612
19613
    // Draw wire-frame version of all triangles
19614
0
    ImRect clip_rect = draw_cmd->ClipRect;
19615
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19616
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
19617
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
19618
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
19619
0
    {
19620
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
19621
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
19622
19623
0
        ImVec2 triangle[3];
19624
0
        for (int n = 0; n < 3; n++, idx_n++)
19625
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
19626
0
        if (show_mesh)
19627
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
19628
0
    }
19629
    // Draw bounding boxes
19630
0
    if (show_aabb)
19631
0
    {
19632
0
        out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
19633
0
        out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
19634
0
    }
19635
0
    out_draw_list->Flags = backup_flags;
19636
0
}
19637
19638
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
19639
void ImGui::DebugNodeFont(ImFont* font)
19640
0
{
19641
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
19642
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
19643
0
    SameLine();
19644
0
    if (SmallButton("Set as default"))
19645
0
        GetIO().FontDefault = font;
19646
0
    if (!opened)
19647
0
        return;
19648
19649
    // Display preview text
19650
0
    PushFont(font);
19651
0
    Text("The quick brown fox jumps over the lazy dog");
19652
0
    PopFont();
19653
19654
    // Display details
19655
0
    SetNextItemWidth(GetFontSize() * 8);
19656
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
19657
0
    SameLine(); MetricsHelpMarker(
19658
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
19659
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
19660
0
        "You may oversample them to get some flexibility with scaling. "
19661
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
19662
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
19663
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
19664
0
    char c_str[5];
19665
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
19666
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
19667
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
19668
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
19669
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
19670
0
        if (font->ConfigData)
19671
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
19672
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
19673
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
19674
19675
    // Display all glyphs of the fonts in separate pages of 256 characters
19676
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
19677
0
    {
19678
0
        ImDrawList* draw_list = GetWindowDrawList();
19679
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
19680
0
        const float cell_size = font->FontSize * 1;
19681
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
19682
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
19683
0
        {
19684
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
19685
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
19686
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
19687
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
19688
0
            {
19689
0
                base += 4096 - 256;
19690
0
                continue;
19691
0
            }
19692
19693
0
            int count = 0;
19694
0
            for (unsigned int n = 0; n < 256; n++)
19695
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
19696
0
                    count++;
19697
0
            if (count <= 0)
19698
0
                continue;
19699
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
19700
0
                continue;
19701
19702
            // Draw a 16x16 grid of glyphs
19703
0
            ImVec2 base_pos = GetCursorScreenPos();
19704
0
            for (unsigned int n = 0; n < 256; n++)
19705
0
            {
19706
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
19707
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
19708
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
19709
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
19710
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
19711
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
19712
0
                if (!glyph)
19713
0
                    continue;
19714
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
19715
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
19716
0
                {
19717
0
                    DebugNodeFontGlyph(font, glyph);
19718
0
                    EndTooltip();
19719
0
                }
19720
0
            }
19721
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
19722
0
            TreePop();
19723
0
        }
19724
0
        TreePop();
19725
0
    }
19726
0
    TreePop();
19727
0
}
19728
19729
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
19730
0
{
19731
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
19732
0
    Separator();
19733
0
    Text("Visible: %d", glyph->Visible);
19734
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
19735
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
19736
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
19737
0
}
19738
19739
// [DEBUG] Display contents of ImGuiStorage
19740
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
19741
0
{
19742
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
19743
0
        return;
19744
0
    for (int n = 0; n < storage->Data.Size; n++)
19745
0
    {
19746
0
        const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];
19747
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
19748
0
    }
19749
0
    TreePop();
19750
0
}
19751
19752
// [DEBUG] Display contents of ImGuiTabBar
19753
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
19754
0
{
19755
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
19756
0
    char buf[256];
19757
0
    char* p = buf;
19758
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
19759
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
19760
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
19761
0
    p += ImFormatString(p, buf_end - p, "  { ");
19762
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
19763
0
    {
19764
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
19765
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
19766
0
    }
19767
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
19768
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19769
0
    bool open = TreeNode(label, "%s", buf);
19770
0
    if (!is_active) { PopStyleColor(); }
19771
0
    if (is_active && IsItemHovered())
19772
0
    {
19773
0
        ImDrawList* draw_list = GetForegroundDrawList();
19774
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
19775
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
19776
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
19777
0
    }
19778
0
    if (open)
19779
0
    {
19780
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
19781
0
        {
19782
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
19783
0
            PushID(tab);
19784
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
19785
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
19786
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
19787
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
19788
0
            PopID();
19789
0
        }
19790
0
        TreePop();
19791
0
    }
19792
0
}
19793
19794
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
19795
0
{
19796
0
    SetNextItemOpen(true, ImGuiCond_Once);
19797
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
19798
0
    {
19799
0
        ImGuiWindowFlags flags = viewport->Flags;
19800
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
19801
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
19802
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
19803
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
19804
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
19805
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
19806
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
19807
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
19808
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
19809
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
19810
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
19811
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
19812
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
19813
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
19814
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
19815
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
19816
0
            (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "",
19817
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
19818
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
19819
0
        for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
19820
0
            for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
19821
0
                DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
19822
0
        TreePop();
19823
0
    }
19824
0
}
19825
19826
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
19827
0
{
19828
0
    if (window == NULL)
19829
0
    {
19830
0
        BulletText("%s: NULL", label);
19831
0
        return;
19832
0
    }
19833
19834
0
    ImGuiContext& g = *GImGui;
19835
0
    const bool is_active = window->WasActive;
19836
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
19837
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19838
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
19839
0
    if (!is_active) { PopStyleColor(); }
19840
0
    if (IsItemHovered() && is_active)
19841
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19842
0
    if (!open)
19843
0
        return;
19844
19845
0
    if (window->MemoryCompacted)
19846
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
19847
19848
0
    ImGuiWindowFlags flags = window->Flags;
19849
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
19850
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
19851
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
19852
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
19853
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
19854
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
19855
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
19856
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
19857
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
19858
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
19859
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
19860
0
    {
19861
0
        ImRect r = window->NavRectRel[layer];
19862
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
19863
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
19864
0
        else
19865
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
19866
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
19867
0
    }
19868
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
19869
19870
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
19871
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
19872
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
19873
0
    if (window->DockNode || window->DockNodeAsHost)
19874
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
19875
19876
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
19877
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
19878
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
19879
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
19880
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
19881
0
    {
19882
0
        for (int n = 0; n < window->ColumnsStorage.Size; n++)
19883
0
            DebugNodeColumns(&window->ColumnsStorage[n]);
19884
0
        TreePop();
19885
0
    }
19886
0
    DebugNodeStorage(&window->StateStorage, "Storage");
19887
0
    TreePop();
19888
0
}
19889
19890
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
19891
0
{
19892
0
    if (settings->WantDelete)
19893
0
        BeginDisabled();
19894
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
19895
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
19896
0
    if (settings->WantDelete)
19897
0
        EndDisabled();
19898
0
}
19899
19900
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
19901
0
{
19902
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
19903
0
        return;
19904
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
19905
0
    {
19906
0
        PushID((*windows)[i]);
19907
0
        DebugNodeWindow((*windows)[i], "Window");
19908
0
        PopID();
19909
0
    }
19910
0
    TreePop();
19911
0
}
19912
19913
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
19914
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
19915
0
{
19916
0
    for (int i = 0; i < windows_size; i++)
19917
0
    {
19918
0
        ImGuiWindow* window = windows[i];
19919
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
19920
0
            continue;
19921
0
        char buf[20];
19922
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
19923
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
19924
0
        DebugNodeWindow(window, buf);
19925
0
        Indent();
19926
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
19927
0
        Unindent();
19928
0
    }
19929
0
}
19930
19931
//-----------------------------------------------------------------------------
19932
// [SECTION] DEBUG LOG WINDOW
19933
//-----------------------------------------------------------------------------
19934
19935
void ImGui::DebugLog(const char* fmt, ...)
19936
0
{
19937
0
    va_list args;
19938
0
    va_start(args, fmt);
19939
0
    DebugLogV(fmt, args);
19940
0
    va_end(args);
19941
0
}
19942
19943
void ImGui::DebugLogV(const char* fmt, va_list args)
19944
0
{
19945
0
    ImGuiContext& g = *GImGui;
19946
0
    const int old_size = g.DebugLogBuf.size();
19947
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
19948
0
    g.DebugLogBuf.appendfv(fmt, args);
19949
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
19950
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
19951
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
19952
0
}
19953
19954
void ImGui::ShowDebugLogWindow(bool* p_open)
19955
0
{
19956
0
    ImGuiContext& g = *GImGui;
19957
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
19958
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
19959
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
19960
0
    {
19961
0
        End();
19962
0
        return;
19963
0
    }
19964
19965
0
    AlignTextToFramePadding();
19966
0
    Text("Log events:");
19967
0
    SameLine(); CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
19968
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
19969
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
19970
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
19971
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
19972
0
    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");
19973
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
19974
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
19975
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
19976
19977
0
    if (SmallButton("Clear"))
19978
0
    {
19979
0
        g.DebugLogBuf.clear();
19980
0
        g.DebugLogIndex.clear();
19981
0
    }
19982
0
    SameLine();
19983
0
    if (SmallButton("Copy"))
19984
0
        SetClipboardText(g.DebugLogBuf.c_str());
19985
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
19986
19987
0
    ImGuiListClipper clipper;
19988
0
    clipper.Begin(g.DebugLogIndex.size());
19989
0
    while (clipper.Step())
19990
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
19991
0
        {
19992
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
19993
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
19994
0
            TextUnformatted(line_begin, line_end);
19995
0
            ImRect text_rect = g.LastItemData.Rect;
19996
0
            if (IsItemHovered())
19997
0
                for (const char* p = line_begin; p < line_end - 10; p++)
19998
0
                {
19999
0
                    ImGuiID id = 0;
20000
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
20001
0
                        continue;
20002
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
20003
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
20004
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
20005
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
20006
0
                        DebugLocateItemOnHover(id);
20007
0
                    p += 10;
20008
0
                }
20009
0
        }
20010
0
    if (GetScrollY() >= GetScrollMaxY())
20011
0
        SetScrollHereY(1.0f);
20012
0
    EndChild();
20013
20014
0
    End();
20015
0
}
20016
20017
//-----------------------------------------------------------------------------
20018
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
20019
//-----------------------------------------------------------------------------
20020
20021
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
20022
20023
void ImGui::DebugLocateItem(ImGuiID target_id)
20024
0
{
20025
0
    ImGuiContext& g = *GImGui;
20026
0
    g.DebugLocateId = target_id;
20027
0
    g.DebugLocateFrames = 2;
20028
0
}
20029
20030
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
20031
0
{
20032
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
20033
0
        return;
20034
0
    ImGuiContext& g = *GImGui;
20035
0
    DebugLocateItem(target_id);
20036
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
20037
0
}
20038
20039
void ImGui::DebugLocateItemResolveWithLastItem()
20040
0
{
20041
0
    ImGuiContext& g = *GImGui;
20042
0
    ImGuiLastItemData item_data = g.LastItemData;
20043
0
    g.DebugLocateId = 0;
20044
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
20045
0
    ImRect r = item_data.Rect;
20046
0
    r.Expand(3.0f);
20047
0
    ImVec2 p1 = g.IO.MousePos;
20048
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
20049
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
20050
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
20051
0
}
20052
20053
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
20054
void ImGui::UpdateDebugToolItemPicker()
20055
28.8k
{
20056
28.8k
    ImGuiContext& g = *GImGui;
20057
28.8k
    g.DebugItemPickerBreakId = 0;
20058
28.8k
    if (!g.DebugItemPickerActive)
20059
28.8k
        return;
20060
20061
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20062
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
20063
0
    if (IsKeyPressed(ImGuiKey_Escape))
20064
0
        g.DebugItemPickerActive = false;
20065
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
20066
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
20067
0
    {
20068
0
        g.DebugItemPickerBreakId = hovered_id;
20069
0
        g.DebugItemPickerActive = false;
20070
0
    }
20071
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
20072
0
        if (change_mapping && IsMouseClicked(mouse_button))
20073
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
20074
0
    SetNextWindowBgAlpha(0.70f);
20075
0
    if (!BeginTooltip())
20076
0
        return;
20077
0
    Text("HoveredId: 0x%08X", hovered_id);
20078
0
    Text("Press ESC to abort picking.");
20079
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
20080
0
    if (change_mapping)
20081
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
20082
0
    else
20083
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
20084
0
    EndTooltip();
20085
0
}
20086
20087
// [DEBUG] Stack Tool: update queries. Called by NewFrame()
20088
void ImGui::UpdateDebugToolStackQueries()
20089
28.8k
{
20090
28.8k
    ImGuiContext& g = *GImGui;
20091
28.8k
    ImGuiStackTool* tool = &g.DebugStackTool;
20092
20093
    // Clear hook when stack tool is not visible
20094
28.8k
    g.DebugHookIdInfo = 0;
20095
28.8k
    if (g.FrameCount != tool->LastActiveFrame + 1)
20096
28.8k
        return;
20097
20098
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
20099
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
20100
2
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
20101
2
    if (tool->QueryId != query_id)
20102
1
    {
20103
1
        tool->QueryId = query_id;
20104
1
        tool->StackLevel = -1;
20105
1
        tool->Results.resize(0);
20106
1
    }
20107
2
    if (query_id == 0)
20108
1
        return;
20109
20110
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
20111
1
    int stack_level = tool->StackLevel;
20112
1
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20113
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
20114
0
            tool->StackLevel++;
20115
20116
    // Update hook
20117
1
    stack_level = tool->StackLevel;
20118
1
    if (stack_level == -1)
20119
1
        g.DebugHookIdInfo = query_id;
20120
1
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20121
0
    {
20122
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
20123
0
        tool->Results[stack_level].QueryFrameCount++;
20124
0
    }
20125
1
}
20126
20127
// [DEBUG] Stack tool: hooks called by GetID() family functions
20128
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
20129
1
{
20130
1
    ImGuiContext& g = *GImGui;
20131
1
    ImGuiWindow* window = g.CurrentWindow;
20132
1
    ImGuiStackTool* tool = &g.DebugStackTool;
20133
20134
    // Step 0: stack query
20135
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
20136
1
    if (tool->StackLevel == -1)
20137
1
    {
20138
1
        tool->StackLevel++;
20139
1
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20140
3
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20141
2
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20142
1
        return;
20143
1
    }
20144
20145
    // Step 1+: query for individual level
20146
0
    IM_ASSERT(tool->StackLevel >= 0);
20147
0
    if (tool->StackLevel != window->IDStack.Size)
20148
0
        return;
20149
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20150
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20151
20152
0
    switch (data_type)
20153
0
    {
20154
0
    case ImGuiDataType_S32:
20155
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20156
0
        break;
20157
0
    case ImGuiDataType_String:
20158
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20159
0
        break;
20160
0
    case ImGuiDataType_Pointer:
20161
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20162
0
        break;
20163
0
    case ImGuiDataType_ID:
20164
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20165
0
            return;
20166
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20167
0
        break;
20168
0
    default:
20169
0
        IM_ASSERT(0);
20170
0
    }
20171
0
    info->QuerySuccess = true;
20172
0
    info->DataType = data_type;
20173
0
}
20174
20175
static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20176
0
{
20177
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20178
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20179
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20180
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20181
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20182
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20183
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20184
0
        return (*buf = 0);
20185
#ifdef IMGUI_ENABLE_TEST_ENGINE
20186
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20187
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20188
#endif
20189
0
    return ImFormatString(buf, buf_size, "???");
20190
0
}
20191
20192
// Stack Tool: Display UI
20193
void ImGui::ShowStackToolWindow(bool* p_open)
20194
0
{
20195
0
    ImGuiContext& g = *GImGui;
20196
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20197
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20198
0
    if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20199
0
    {
20200
0
        End();
20201
0
        return;
20202
0
    }
20203
20204
    // Display hovered/active status
20205
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20206
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20207
0
    const ImGuiID active_id = g.ActiveId;
20208
#ifdef IMGUI_ENABLE_TEST_ENGINE
20209
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
20210
#else
20211
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
20212
0
#endif
20213
0
    SameLine();
20214
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
20215
20216
    // CTRL+C to copy path
20217
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
20218
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
20219
0
    SameLine();
20220
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
20221
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
20222
0
    {
20223
0
        tool->CopyToClipboardLastTime = (float)g.Time;
20224
0
        char* p = g.TempBuffer.Data;
20225
0
        char* p_end = p + g.TempBuffer.Size;
20226
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
20227
0
        {
20228
0
            *p++ = '/';
20229
0
            char level_desc[256];
20230
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
20231
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
20232
0
            {
20233
0
                if (level_desc[n] == '/')
20234
0
                    *p++ = '\\';
20235
0
                *p++ = level_desc[n];
20236
0
            }
20237
0
        }
20238
0
        *p = '\0';
20239
0
        SetClipboardText(g.TempBuffer.Data);
20240
0
    }
20241
20242
    // Display decorated stack
20243
0
    tool->LastActiveFrame = g.FrameCount;
20244
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
20245
0
    {
20246
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
20247
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
20248
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
20249
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
20250
0
        TableHeadersRow();
20251
0
        for (int n = 0; n < tool->Results.Size; n++)
20252
0
        {
20253
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
20254
0
            TableNextColumn();
20255
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
20256
0
            TableNextColumn();
20257
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
20258
0
            TextUnformatted(g.TempBuffer.Data);
20259
0
            TableNextColumn();
20260
0
            Text("0x%08X", info->ID);
20261
0
            if (n == tool->Results.Size - 1)
20262
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
20263
0
        }
20264
0
        EndTable();
20265
0
    }
20266
0
    End();
20267
0
}
20268
20269
#else
20270
20271
void ImGui::ShowMetricsWindow(bool*) {}
20272
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
20273
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
20274
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
20275
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
20276
void ImGui::DebugNodeFont(ImFont*) {}
20277
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
20278
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
20279
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
20280
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
20281
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
20282
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
20283
20284
void ImGui::DebugLog(const char*, ...) {}
20285
void ImGui::DebugLogV(const char*, va_list) {}
20286
void ImGui::ShowDebugLogWindow(bool*) {}
20287
void ImGui::ShowStackToolWindow(bool*) {}
20288
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
20289
void ImGui::UpdateDebugToolItemPicker() {}
20290
void ImGui::UpdateDebugToolStackQueries() {}
20291
20292
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
20293
20294
//-----------------------------------------------------------------------------
20295
20296
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
20297
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
20298
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
20299
#include "imgui_user.inl"
20300
#endif
20301
20302
//-----------------------------------------------------------------------------
20303
20304
#endif // #ifndef IMGUI_DISABLE